Post by Morreion on Dec 22, 2009 10:26:55 GMT -5
Attacking the holy trinity of MMOs (Massively)
Rethinking the Trinity of MMO Design by Brian 'Psychochild' Green (Gamasutra)
Lots of food for thought in this article- I merely highlighted topics discussed- check it out.
I like the idea of characters being able to fill multiple roles, leaning towards a skill-based system. For instance, healing in UO is a skill, not an occupation; anyone who has practiced healing can heal. This means you don't have to wait around for a healer to play in a group. The same principle can apply to other roles and skills.
Examining the roots of the trinity design in Dungeons & Dragons and common gameplay types it offered, Green goes on to take a look at how the structure has become codified, what other potential systems could be put in place, and if there's even an advantage to doing so. He discusses the issues of hybrid classes, group versus solo design, and proposes a potential alternative that remains rooted in the core elements of the design. Anyone with an interest in design should take a look at the full article, as it contains some interesting insights and analysis of one of the core underpinnings of our genre.
Rethinking the Trinity of MMO Design by Brian 'Psychochild' Green (Gamasutra)
Advantages of the Trinity
The reason the trinity design is so popular can be summed up in a single reason: it works. And it works in many different games. But, why does it work so well from a designer's point of view?
The system is well-tested and any problems are well-known.
It is easier to design encounters.
Players generally understand and identify roles easier.
Playing a different role increases replayability.
Disadvantages of the Trinity
Unfortunately, there are also some problems with the trinity design that can hinder a game. We want to avoid these problems in any new system we design.
Groups seem restricted to limited composition.
Roles don't translate well to other forms of gameplay.
Limited roles restrict player choice.
Systems tend toward complexity, causing confusion.
The reason the trinity design is so popular can be summed up in a single reason: it works. And it works in many different games. But, why does it work so well from a designer's point of view?
The system is well-tested and any problems are well-known.
It is easier to design encounters.
Players generally understand and identify roles easier.
Playing a different role increases replayability.
Disadvantages of the Trinity
Unfortunately, there are also some problems with the trinity design that can hinder a game. We want to avoid these problems in any new system we design.
Groups seem restricted to limited composition.
Roles don't translate well to other forms of gameplay.
Limited roles restrict player choice.
Systems tend toward complexity, causing confusion.
Alternatives to the Trinity Design
Let's take a closer look at what type of system could replace the trinity design.
A diversity of character types.
Ease of balancing for developers.
Solid direction for player advancement.
Ease of identification of other characters.
Possible Solutions
Skill-based systems, a common alternative to a class-based system, allow more character customization.
A hybrid system mixing a class-based and a skill-based system could also allow for more flexibility in the roles characters could fill.
Characters able to fill multiple roles is another option.
Let's take a closer look at what type of system could replace the trinity design.
A diversity of character types.
Ease of balancing for developers.
Solid direction for player advancement.
Ease of identification of other characters.
Possible Solutions
Skill-based systems, a common alternative to a class-based system, allow more character customization.
A hybrid system mixing a class-based and a skill-based system could also allow for more flexibility in the roles characters could fill.
Characters able to fill multiple roles is another option.
Lots of food for thought in this article- I merely highlighted topics discussed- check it out.
I like the idea of characters being able to fill multiple roles, leaning towards a skill-based system. For instance, healing in UO is a skill, not an occupation; anyone who has practiced healing can heal. This means you don't have to wait around for a healer to play in a group. The same principle can apply to other roles and skills.