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.
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All this
could be yours.
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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.