Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

What is the point of classes?

45074507 Member UncommonPosts: 351
I have personally always seen classes as a crutch for designers who can't balance a skill-based system, but lately I've been seeing people saying things like 'X game needs more diverse and intersting classes', 'X game's classes are so generic', 'X game will fail because it has bad classes', etc. A properly designed and balanced skill system intrinsically gives the ultimate freedom and diversity of choices that no class system could ever rival, so I'd like to know what the point of classes is; why are people demanding better classes over no classes?
«134567

Comments

  • CleffyCleffy Member RarePosts: 6,413
    edited September 2016
    Classes create limitations that make it easier to develop certain play styles. With no class system it's more difficult to prevent ultimate builds. It's also harder in a no class system to make hybrid builds good. You end up creating a couple distinct concentrated builds, or a single hybrid build that is good at everything.
  • sunandshadowsunandshadow Member RarePosts: 1,985
    I don't like classes much myself, but, I can see how people who are fans of dungeon groups with a triad mechanic really need a class-based game.  Team PvP also tends to be a situation where classes are at the base of almost all discussion and strategy.
    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
  • MikehaMikeha Member EpicPosts: 9,196
    What do you all consider the best games that do not have classes?
  • GladDogGladDog Member RarePosts: 1,097
    There is more to classes than just making it 'easier' for the developers.  A classless system ends up with everyone having the same exact build, or being gimped with any other build.  When the devs try to fix it, a few days later there is another 'ultimate' build, and everyone switches to it.  It is bad enough is a game with a class system, way worse in one without.

    Also, many, many players have preferences for how they like to play.  Personally I like playing tanks and healers.  Nothing wrong with damage dealers, they just are not my cup of tea.  I can go into a game with classes and know which classes are going to be the most fun for me.

    Yeah, I know, I try DPS classes for every game I play, and other than City of Heroes I have yet to find a game that I really enjoy playing a DPSer.  If the ultimate build is a DPS build, that means that my self designed tank and self designed healer have no chance for fun in PvP.  I like PvE better, but that does not mean I avoid PvP.  I have fun with that, and consider PvP a terrific way to breathe life into a game I am getting bored of.


    The world is going to the dogs, which is just how I planned it!


  • merv808merv808 Member UncommonPosts: 511
    The  purpose of classes  is to create ca  role for each player  to play as.  It encourages group play and ensures balanced, functioning groups. Without classes, one of 2 things happens. Either you end up with a bunch of gimped characters because everyone wants to do everything, or people end up building "classes" anyway.
  • waynejr2waynejr2 Member EpicPosts: 7,771
    edited September 2016
    4507 said:
    I have personally always seen classes as a crutch for designers who can't balance a skill-based system, but lately I've been seeing people saying things like 'X game needs more diverse and intersting classes', 'X game's classes are so generic', 'X game will fail because it has bad classes', etc. A properly designed and balanced skill system intrinsically gives the ultimate freedom and diversity of choices that no class system could ever rival, so I'd like to know what the point of classes is; why are people demanding better classes over no classes?

    Really?  hahaha

    You think you can balance skills easily?

    Skill 1:  +10% long sword damage.
    Skill 2:  faster movement
    Skill 3:  longer archery range.

    Given skill 1, what percentages do you assign skill 2 & skill 3 to make all three balanced?  Show your math to prove it is balanced.
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    TSW has that large class tree which everyone shares.  People become obsessed with filling the entire tree.  Devs still nerf the best builds and skills so it makes little different which game has classes or not.  The Devs still respond the same way.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • KonfessKonfess Member RarePosts: 1,667
    edited September 2016
    Only Players love Skill based systems, because they think it gives them access to a god mode.  That is why this system is mostly used in single player games.  When it is used in a MMO the skill are in fact capped.  The first skill maxed is capped at 90%, this is the player's main playstyle (usually armour).  The next two skills maxed are capped at 75%-60% (usually main weapon choice, possibly second weapon, healing or harvesting skills).  The same with all other skill, all with diminishing returns on cap percentages.

    Devs never believe a player should have all skill maxed out.  Players want to be the Heavy Armour, DPS, Stealth and lockpicking class and they think that skills are the easy road to achieving what hard classes deny them.

    Skill choices and playstyle determine classes, that is why Devs say there is no such thing as a classless gaming system.  A player instinctively will always play to a class style of preference.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Classes are have their places.  Usually you will form classes anyway as optimal builds for playstyles form.
  • filmoretfilmoret Member EpicPosts: 4,906
    Classes spawned from roleplaying.  Something the last 2 generations have kinda ignored and thrown in the garbage.   You very well couldn't become the master of using a sword and spend endless hours studying magic so you can be a master at that as well.  Regardless if you want to be realistic then people didn't have enough time or energy to master everything.  Priests had to devote themselves to their deity which gave them holy powers at the expense of physical prowess.  WHy?  Because you had to spend time praying and devoting yourself,  meanwhile the warrior spends all day practice fighting with weapons and the archer spends all day using ranged weapons.  So you can throw classes away with roleplay because that is what its there for in the first place.
    Are you onto something or just on something?
  • 45074507 Member UncommonPosts: 351
    @waynejr2: I didn't say it was easy, I said that classes are a crutch for designers who can't do it. 

    @Konfess: I agree with not allowing one character to max out all skills, I'm just saying that a skill-based system inherently has more freedom because you can choose any combination of skills you like.
  • TheocritusTheocritus Member LegendaryPosts: 9,976
    Well back in the old days there used to be this thing called "role play"....I know crazy right!
  • KonfessKonfess Member RarePosts: 1,667
    4507 said:
    @waynejr2: I didn't say it was easy, I said that classes are a crutch for designers who can't do it. 

    @Konfess: I agree with not allowing one character to max out all skills, I'm just saying that a skill-based system inherently has more freedom because you can choose any combination of skills you like.
    Fine, then do it.  I'm just informing you that once you implement a so called skill-based system, you have in fact implemented a class system with levels.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • Loke666Loke666 Member EpicPosts: 21,441
    GladDog said:
    There is more to classes than just making it 'easier' for the developers.  A classless system ends up with everyone having the same exact build, or being gimped with any other build.  When the devs try to fix it, a few days later there is another 'ultimate' build, and everyone switches to it.  It is bad enough is a game with a class system, way worse in one without.

    Also, many, many players have preferences for how they like to play.  Personally I like playing tanks and healers.  Nothing wrong with damage dealers, they just are not my cup of tea.  I can go into a game with classes and know which classes are going to be the most fun for me.

    Yeah, I know, I try DPS classes for every game I play, and other than City of Heroes I have yet to find a game that I really enjoy playing a DPSer.  If the ultimate build is a DPS build, that means that my self designed tank and self designed healer have no chance for fun in PvP.  I like PvE better, but that does not mean I avoid PvP.  I have fun with that, and consider PvP a terrific way to breathe life into a game I am getting bored of.
    I dunno, a classless system with 8 great builds and a system with 8 classes will basically be the same.

    Most classless MMOs make the mistake that they allow players to pick the best from all skills without limitations. That doesn't work because players just pick about the same skills while wearing the best armor. For it to work you need each skills to have a number of other skills you can't combine it with, not to mention gear it wont work with (spells might not work with any armor, while lockpicking might force you to wear leather or less). Certain attacks might require you to wear a specific type of weapon and so on.

    And with all that you also need to balance the skills against eachothers, so no single skill is better then the rest and if you have a greater tier you need to limit how many of them players can equip at any given moment

    I think that a lot of the reason games have classes is to make it easier for new players, too many options tend to scare many players away. You could of course fix that with a few recommended setups and let more advanced players make their own builds.

    But there is also the fact that "everyone else is doing it this way", MMOs tend to lack the imaginations to really make good different systems instead of just do the same as have been done since Meridian 59.

    If you look on pen and paper games some use classes (D&D/Pathfinder, Palladium) while other have just as good and balanced system without (Shadowrun, Vampire). MMOs could be the same, but the P&P systems without classes have mechanics that stop ultimate builds. Some let you try but you get so few skillpoints that someone getting all the best skills will suck, even after years of playing since they get far too little in each of the skills to be really useful.  


  • AeanderAeander Member LegendaryPosts: 8,028
    Classes create cohesion and restrictions based on thematic ties between skills. While "restrictions" tends to have negative connotations, the real innovation of communities is brought out by restrictions. More build variety exists in an intelligently restricted system than it does in a realistically-balanced (unbalanced) free form system.
  • k61977k61977 Member EpicPosts: 1,523
    edited September 2016
    4507 said:
    @waynejr2: I didn't say it was easy, I said that classes are a crutch for designers who can't do it. 

    @Konfess: I agree with not allowing one character to max out all skills, I'm just saying that a skill-based system inherently has more freedom because you can choose any combination of skills you like.
    Actually your reply to Konfess is totally wrong IMO.  You can not pick any combination you choose most of the time because if you pick the gimped choice then you don't do as well as the others that have followed the ultima build for whatever is out.  Unless you enjoy not being able to hold your own then it is not a good thing in most MMO's.  It is better to have defined roles so you can see where you are stacking up among others in your role.  Just because there are classes doesn't mean there can't be diversity.   Unfortunately a lot of games have went the other direction lately and gotten rid of diversity where you only have a couple skills to choose from which is part of the problem.  It feels like they are trying to make games more controller friendly with less skills to use these days.
  • IncomparableIncomparable Member UncommonPosts: 1,138
    edited September 2016
    I think the problem is that for me atm i do not want to lvl alts in a grind fest of simple progression.

    If for each class to level just has to be a class specific quest that is challenging, then it would be short and sweet and I would be alting

    then 'story' as it becomes not class specific is something that is not lvl based, so you only need to do it once.

    I think that would work better for me, then I could focus on the end game content that I like, and if it had open world pvp systems I would explore the new worlds.

    thats just me, so by having so many alts I know I have to also level, I lose interest also becuase it just so happens that the content for lvling is very generic.

    and... if they do only have class quests, then it would reduce the downtime for each character, and it would be more as if it where only 1 character lvling (synergizes benefis of alting better) but of course be seperate characters, with their won role identities and ofc their own stories. (class story / class quest)

    “Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble”

  • IselinIselin Member LegendaryPosts: 18,719
    The more complex and original a game is, the more useful classes are for people learning the ropes.

    The best games out there have classless options but also class-like templates to get you started until you figure it out for yourself. In the MMO group, The Secret World did this very well and in single player RPGs Divinity Original Sin also did it this way.
    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • OzmodanOzmodan Member EpicPosts: 9,726
    GladDog said:
    There is more to classes than just making it 'easier' for the developers.  A classless system ends up with everyone having the same exact build, or being gimped with any other build.  When the devs try to fix it, a few days later there is another 'ultimate' build, and everyone switches to it.  It is bad enough is a game with a class system, way worse in one without.

    Also, many, many players have preferences for how they like to play.  Personally I like playing tanks and healers.  Nothing wrong with damage dealers, they just are not my cup of tea.  I can go into a game with classes and know which classes are going to be the most fun for me.

    Yeah, I know, I try DPS classes for every game I play, and other than City of Heroes I have yet to find a game that I really enjoy playing a DPSer.  If the ultimate build is a DPS build, that means that my self designed tank and self designed healer have no chance for fun in PvP.  I like PvE better, but that does not mean I avoid PvP.  I have fun with that, and consider PvP a terrific way to breathe life into a game I am getting bored of.
    That is complete nonsense!  Take UO, skill based system had some of the best pvp I have experienced in a game.  There were many ways to make a successful build in UO, there were no cookie cutter ones.  In a rock paper scissors world you have to accept that any build has drawbacks too.  

    Classes are strictly for lazy developers who don't want to take the time to put together a good skill system.  
  • VestigeGamerVestigeGamer Member UncommonPosts: 518
    4507 said:
    @waynejr2: I didn't say it was easy, I said that classes are a crutch for designers who can't do it. 

    @Konfess: I agree with not allowing one character to max out all skills, I'm just saying that a skill-based system inherently has more freedom because you can choose any combination of skills you like.
    "More Freedom."  That's really the crux of it all, right?  Classes do impose restrictions, sometimes quite poorly.  But how much "freedom" do you want?  We used to create different characters for the ways we wanted to play.  Now, everyone wants a "one-and-done" experience.

    Classes may be old and archaic <gasp>, but they work.

    Why we can't combine classes with skill usage is a head scratcher, though.  General, all-purpose XP is what I have gripes with.

    VG

  • xyzercrimexyzercrime Member RarePosts: 878
    edited September 2016
    Robokapp said:
    Recore said:
    What do you all consider the best games that do not have classes?
    EVE
    What?

    Then what is this:

    "Size Class

    An Avatar, one of the largest ships in EVE. Almost 14 kilometers in length, it is over 200 times longer than the Punisher, an Amarrian frigate.
    As ships increase in size they gain more hitpoints, theoretical damage and module slots. They sacrifice mobility and damage application against smaller targets. Remember: Bigger isn't always better in EVE. The sizes are as follows;

    Some ships that don't fit or are hard to pin down in this classification are certain Industrials and ORE Ships. A common simplification of this classification is calling a CarrierDreadnoughtSupercarrierTitan and Rorqual capitals, while calling all other ships sub-capitals."

    http://wiki.eveuniversity.org/Ship




    When you don't want the truth, you will make up your own truth.
  • acidbloodacidblood Member RarePosts: 878
    edited September 2016
    Classes define roles (which are essential for any well co-ordinated team situation), and, done well, provide far more interesting gameplay and mechanics than a general skill based system is able to.

    Taking FFXIV (a very class based game) Monk for example: Core skills are only able to be used in a certain stance (there are about 3~4 skills usable per stance), with each skill advancing the Monk to the next stance, and completing a series of stances conferring a stacking buff that makes the Monk faster and able to do more damage. Core skills also have positional effects and most other skills are built around the stance / buff mechanic (e.g. freely change stance, use skill out of stance, consume buff for big hit), or support the stance / buff mechanic (e.g. dash to target, off cooldown stun, faster movement). Throw in a token support skill (AoE +20% healing!), and all of this adds up to a lot of DPS (but relatively little support) and makes for a very unique and interesting playstyle.

    While technically you could implement the FFXIV Monk in a skill based system the core skills are so tightly coupled there is no way of only taking a few of them and still having an effective / enjoyable character (essentially turning that set of skills into a 'class'). And forget about limited action set, it's 3 stances * 3~4 skills + support = 12~16 skills minimum, 20+ if you want to keep things interesting.

    Class interaction is also very important, and again, done well, means that classes can be varied both in terms of play style and DPS / Tank / Healing / Support ability, and still all be useful / welcomed in a group.

    This is not to say that tightly defined classes are 'the best', and certainly aren't the only way to go. And there is definitely something to be said for giving players customiaation even within a tightly defined class (something FFXIV sorely needs). But the idea that all RPGs should simply be 'classless' is a bit short sighted, especially for MMOs where classes, which define roles, help people interact in a positive way.
  • MoiraeMoirae Member RarePosts: 3,318
    I can think of alot of reasons. To give direction for one. Tradition for another. And that's just to start. But I've been arguing that the idea of classes is far too narrow. Everyone should start with the same basic stats and say as a basic normal human (just for examples sake). Then we should gain points and be able to do with them what we like. And focus where we like. 

    For example.... let's say you have strength, dexterity, wisdom, and intelligence. Well, why can't I choose what to focus on among those and have all of them start at a basic say 15? Then the same with skills, why do I have to be forced to be a warrior, or a mage? Why can't I choose to do both based on what I spend my points on? Why can't I have some points in those but choose to focus on a profession instead? Or many professions? The focus is too narrow and its one of the things killing these games. Even tabletop games aren't as limited in option as mmo's. 
  • waynejr2waynejr2 Member EpicPosts: 7,771
    4507 said:
    @waynejr2: I didn't say it was easy, I said that classes are a crutch for designers who can't do it. 

    @Konfess: I agree with not allowing one character to max out all skills, I'm just saying that a skill-based system inherently has more freedom because you can choose any combination of skills you like.

    Show us that you can do it.   You reasoning is a crutch.
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • ApexTKMApexTKM Member UncommonPosts: 334
    The point of classes is to cut off your arms and give you new ones that you can never take off.
    The acronym MMORPG use to mean Massive Multiplayer Online Role-Playing Game.

    But the acronym MMMORPG now currently means Microscopic Multiplayer Online Role-Playing Game. Kappa.
Sign In or Register to comment.