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Forever Fantasy

Class vs. Skill: The Battle That Doesn't Have To Be

Posted April 9th, 2009 by Dalmarus

Both sides can have it their way.

It had been quite some time since a purely skill-based game had been developed until the recent (though somewhat troubled) release of Darkfall. Considering the creators still can't keep up with population demand, there's no doubt in my mind that there's a desire for this kind of skill-based gameplay from players around the world.

All this could be yours.

On the other side of the fence, you have players that love their class-based games. Both sides are devout in their beliefs that their gaming style is the only true way to virtual world enlightenment. I'm here to tell everyone this week that this argument has gone on long enough. The line has been drawn in the sand. Let the battle begin.

Fear My L33T Skillz!


Regrettably, this is a common attitude displayed by many (not all) players that endorse the skill-based style of game play. A game that revolves around skills instead of classes tends to also be associated with a free-for-all environment thanks to Ultima Online, Mortal Online and Darkfall. The two go together like peanut butter and jelly, so it's hard to argue with the benefits of this synergy. I think most people would agree that the only thing really wrong with the skill-based system involves the crowd it has a habit of attracting.

Despite this (or perhaps because of it?), there are both benefits and disadvantages to going about building a world with the openness inherent in skill-based games. The most obvious benefit is freedom. By having a system that relies on skills rather than any sort of class system, it allows a player to create the character that's burned into their imagination. They're not limited by the restrictions of any archetype.

Aside from having the immediate effect of satisfying the needs of a player (translated as "the customer"), an open skill system has another advantage that is hard to ignore in today's current market. With all the time gamers invest in their avatars, it can be horribly painful to realize that after spending weeks playing your chosen character that you just don't like them. In a class system, this means starting over and creating a new character; one that is a complete noob all over again. In a skill-based game, you can just start working on whatever it is you feel your character is lacking. There's no having to throw away the countless hours you've already invested.

Time To Get Some Class


If everything is so peachy keen with a skill-based system, then how come the class system is still the ruler of the roost? The simple answer is just that: it's simple. It's easy to understand, and isn't overwhelming to a new player. The biggest benefit of a class system is the direction that it inherently provides its players. From the moment a character is created, the player has a basic understanding of what their role is in both the world and the future groups they hope to be a part of. They can understand that their fighter will work towards getting stronger, search for better armor, and prepare to leap to the front lines of battle in an attempt to protect their groupmates.

It's a trade off from the freewheeling chaos of the skill system, but to many, it's worth it. Not only do they instantly have an idea of what role they’ll play, but it's also easier to find others to fill those roles that you cannot. If you're looking for a level ten Necromancer to join your group, you can put out a message saying as much. In a completely skill-based system, how exactly do you recruit others to your cause? It can be done, but the process and acronyms quickly begin to melt the brain cells of all but the most devout followers of the game in question.


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Windows
Developer: Reakktor Media
Genre: Science Fiction
Status: Closed Beta
Release Date: TBA
Fee: TBA
ESRB Rating: NR