While there are exceptions to every rule, casual players don't want to
spend inordinate amounts of time trying to figure out their place in a
new world and like it or not, every game company on the planet is
desperately trying to crack that casual market.
World
of
Warcraft
certainly has its fair share of hardcore raiders, but the game is a
raving success because it successfully appealed to the casual gamer.
One of the main reasons this happened is because it's so easy to
comprehend. The class system lends itself to this style of intuitive
gameplay and will not be going away any time in the near future.
|

Don't let
the pretty face fool you.
|
You Got Your Chocolate In My Peanut Butter
At the risk of incurring the wrath of fanatic gamers around the globe,
I'm going to refrain from declaring a winner in this battle and offer
up my own vision of the perfect character system. I don't understand
why a recent company hasn't made a major push to combine the two.
Giving players
the
best of both worlds seems like a complete no-brainer
from the outside. There may be forces at work on the inside that
prevent this from happening, but for the life of me, I can't see it.
Like it or not, the majority of
players
need
some sense of direction,
especially when dealing with a brand new world. The vast majority of
those same players also want the freedom to play as they choose and
become as involved as they want in their newfound home. By having a
skill-based system, with the direction and overview provided by
classes, a developer could create a game heralded as a masterpiece by
other developers and players alike. Before you say I'm crazy, hear me
out.
Imagine a world where a character could learn, quite literally, every
skill in the game... eventually. By having players choose a class for
their character in the very beginning, you give them a base set of
skills that climb at the "standard" rate. Other skills then fall into
two categories: Sub-class skills and Foreign skills. Sub-class skills
would be those that while not part of the class’s skill set,
are still closely related. These skills would increase at 50% of the
standard rate. Foreign skills are just what they sound like. They are
completely foreign to a character's base set, so would increase at only
25% of the standard rate.
So a rogue may not have "Longsword" under his base set of skills, but
since "Dagger" is, he has a general understanding of the tactics used
with an edged weapon. As such, he could learn the "Longsword" skill at
a 50% rate. Learning something like "Divination" though would be
something completely out of his realm of basic understanding, so he
would learn that at only a 25% rate.
For those of you that have played the Elder Scroll games, this concept
isn't obtuse at all. This type of class/skill combinations are
definitely at work in Morrowind and Oblivion, and if anyone needs to
see a reasonable way to attempt this sort of gameplay, all you need to
do is look at those two games.
This concept certainly looks good on paper, but could it work in the
real world of gaming? If it ever does, happy cries will be heard around
the world!
Or will they? If you disagree with my thinking, just head on over to
the
Ten
Ton Hammer forums and let me know!
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