Post by Morreion on Apr 13, 2010 7:24:00 GMT -5
Jon Wood: Three Distinct Factions (MMORPG.com)
I've posted this article before, but there is a passage in it that struck me as worth a new post:
This brings to mind DAoC to me. DAoC has 3 factions, and every class is different from each other. Sure, there are archetypes- fighters, archers, casters, healers and utility- but each class was unique. For instance, the 3 archer classes in the game- Scout, Ranger, and Hunter- were different. Scout has the long-range longbow and the ability to equip shields, Rangers have dual-wield and magical self-buffs, and Hunters have a pet and a heavy-hitting spear.
This causes balance problems, no doubt, and balance was one of the reasons why some players were disgruntled with DAoC- though to be fair, you'll hear complaints about balance in any PvP/RvR game regardless of the number of classes. And the replay/alt value of the game is tremendous. Also, it is a unique and daring move to make so many classes available. The game took a chance. That was part of the reason I spent 3 years there.
I'd much rather have difference than sameness. WoW started off with a unique class in each of its factions- Paladin for Alliance, Shaman for Horde. They ended up making those classes available to both factions. That to me detracted from the game and made it too uniform.
I like uniqueness in a game, even if it makes more work to find balance.
I've posted this article before, but there is a passage in it that struck me as worth a new post:
In the world of MMOs, the quest for balance (making everything "fair" for all players) has been replaced by the quest for equality and sameness. How many of the games being developed have been so apparently afraid of difference that one faction mirrors the other exactly, in both classes and gameplay?
Yes, I understand that creating a whole new set of mechanics for each faction is costly and time consuming. Yes, I understand that it seems on the surface like you might be disenfranchising some of your players but in the end, the result is a much more well rounded game with extreme replayability.
Yes, I understand that creating a whole new set of mechanics for each faction is costly and time consuming. Yes, I understand that it seems on the surface like you might be disenfranchising some of your players but in the end, the result is a much more well rounded game with extreme replayability.
This brings to mind DAoC to me. DAoC has 3 factions, and every class is different from each other. Sure, there are archetypes- fighters, archers, casters, healers and utility- but each class was unique. For instance, the 3 archer classes in the game- Scout, Ranger, and Hunter- were different. Scout has the long-range longbow and the ability to equip shields, Rangers have dual-wield and magical self-buffs, and Hunters have a pet and a heavy-hitting spear.
This causes balance problems, no doubt, and balance was one of the reasons why some players were disgruntled with DAoC- though to be fair, you'll hear complaints about balance in any PvP/RvR game regardless of the number of classes. And the replay/alt value of the game is tremendous. Also, it is a unique and daring move to make so many classes available. The game took a chance. That was part of the reason I spent 3 years there.
I'd much rather have difference than sameness. WoW started off with a unique class in each of its factions- Paladin for Alliance, Shaman for Horde. They ended up making those classes available to both factions. That to me detracted from the game and made it too uniform.
I like uniqueness in a game, even if it makes more work to find balance.