To class or not to class
Posted: Mon Jun 07, 2010 12:49 am
This is more of a philosophical question than anything else. Food for thought if you will
While trying to develop the game mechanics for an RPG that is nothing but a concept yet, I came to this early but crucial doubt:
Do I include character classes or not?
I am currently more inclined to NOT include character classes. Let me explain my reasoning.
Classes are great, encourage cooperative play and increase replayability value, but I find them too limiting. Maybe I don't want to be a Fighter or a Wizard or a Pastamancer. Maybe I just want to be a normal guy. I know, I know, being just a *dude* doesn't make for a great RPG experience. It's the real-life RPG dilemma: if a game was to be made where you could be basically anything, who would want to be the level 100 garbage collector? Poor example, but you get my meaning. Giving that amount of freedom to players might originate imbalances in the game, because some crucial game functions might be fatally underused. Let's call it the "everyone wants to be a Jedi" syndrome. So how to compensate for that?
My idea was to create a system somewhat based on the SPECIAL system used by the Fallout series. To have an assortment of skills and stats relevant to the game that is big enough to allow for creativity, yet not so huge that it confuses the newbie. Traits, in my opinion, are the ultimate way of slowly customizing characters into what would be "classes" without actually having to pick one at the beginning of the game.
The Elder Scrolls series uses this mechanic where you can virtually use any skill, and the more you use it, the more proficient you get at it. I think that is a great idea, but they misused it somewhat in the games, where exploiting the system is not only possible but it is actually encouraged (like jumping around like an idiot to get that Acrobatics stat maxed out).
The sweet spot would be in creating a system where you start out with the exact same stats and skills as everybody else. Maybe you can be given the option to spend some initial stats or skill points while creating the character, but nothing that will ultimately define your playing style right from the start, like picking a class would. Then, through adventuring and leveling up, you would be able to pick from an assortment of traits that would lead you in a certain direction or another. Traits in this sense would be pretty much akin to the ones used in Fallout, giving the character certain special abilities or stat/skill boosts, but with the added feature that they should encourage you to stick to a theme, either through having synergy between some of them, special requirements that would force you to meet certain conditions to pick them, or even having mutually exclusive options, where following a certain path (that is, choosing certain traits) will lock other paths.
If correctly designed and balanced, that would allow players to fully control their characters' destinies, so to speak, while still making it possible for different players to have totally different game experiences.
Another great side-effect would be that new players wouldn't have to read a manual or "play till level 10" with a random class just to get a feeling of the game, and then go back and play what they really wanna play or what they think would be strongest. Anyone could create a character, play with it, and just kind of go with the flow, picking whatever fits their playing style the most, unknowingly leading their characters towards a unique set of abilities.
So, what do you think?
What are your opinions on having classes or not, and the advantages or disadvantages of either? Is there any other game system that works in a way similar to the one I just described that I'm not aware of? Any other type of solution to this problem?
Thanks for reading guys.
While trying to develop the game mechanics for an RPG that is nothing but a concept yet, I came to this early but crucial doubt:
Do I include character classes or not?
I am currently more inclined to NOT include character classes. Let me explain my reasoning.
Classes are great, encourage cooperative play and increase replayability value, but I find them too limiting. Maybe I don't want to be a Fighter or a Wizard or a Pastamancer. Maybe I just want to be a normal guy. I know, I know, being just a *dude* doesn't make for a great RPG experience. It's the real-life RPG dilemma: if a game was to be made where you could be basically anything, who would want to be the level 100 garbage collector? Poor example, but you get my meaning. Giving that amount of freedom to players might originate imbalances in the game, because some crucial game functions might be fatally underused. Let's call it the "everyone wants to be a Jedi" syndrome. So how to compensate for that?
My idea was to create a system somewhat based on the SPECIAL system used by the Fallout series. To have an assortment of skills and stats relevant to the game that is big enough to allow for creativity, yet not so huge that it confuses the newbie. Traits, in my opinion, are the ultimate way of slowly customizing characters into what would be "classes" without actually having to pick one at the beginning of the game.
The Elder Scrolls series uses this mechanic where you can virtually use any skill, and the more you use it, the more proficient you get at it. I think that is a great idea, but they misused it somewhat in the games, where exploiting the system is not only possible but it is actually encouraged (like jumping around like an idiot to get that Acrobatics stat maxed out).
The sweet spot would be in creating a system where you start out with the exact same stats and skills as everybody else. Maybe you can be given the option to spend some initial stats or skill points while creating the character, but nothing that will ultimately define your playing style right from the start, like picking a class would. Then, through adventuring and leveling up, you would be able to pick from an assortment of traits that would lead you in a certain direction or another. Traits in this sense would be pretty much akin to the ones used in Fallout, giving the character certain special abilities or stat/skill boosts, but with the added feature that they should encourage you to stick to a theme, either through having synergy between some of them, special requirements that would force you to meet certain conditions to pick them, or even having mutually exclusive options, where following a certain path (that is, choosing certain traits) will lock other paths.
If correctly designed and balanced, that would allow players to fully control their characters' destinies, so to speak, while still making it possible for different players to have totally different game experiences.
Another great side-effect would be that new players wouldn't have to read a manual or "play till level 10" with a random class just to get a feeling of the game, and then go back and play what they really wanna play or what they think would be strongest. Anyone could create a character, play with it, and just kind of go with the flow, picking whatever fits their playing style the most, unknowingly leading their characters towards a unique set of abilities.
So, what do you think?
What are your opinions on having classes or not, and the advantages or disadvantages of either? Is there any other game system that works in a way similar to the one I just described that I'm not aware of? Any other type of solution to this problem?
Thanks for reading guys.