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Old 01-08-2009, 11:35 AM   #1
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Default Loading... Class Envy

Loading... treads into no man's land for MMO gamers - the FPS realm and the current and still reigning king of online shooters, Team Fortress 2 - to shine some insight on what makes a class distinct and important in a game. We know it's possible to have too many classes and not enough variety, but where should developers draw the line?

This plus a fun interview with Minnesota Vikings record-breaking punter Chris "Warcraft" Kluwe (who unfortunately has a lot of time to devote to WoW after last weekend's playoff loss to the Eagles), an opinion piece on the Champions Online's console presence, an Aion flight preview, and an AoC crafting guide.

All this in Loading... Class Envy!
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Old 01-08-2009, 12:21 PM   #2
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In my opinion you can get away with fewer classes as long as the developer has implemented ways to make the same class different from the guy/girl standing next to them. Both in play style and appearance. You need multiple paths for the player to choose to develop a specialized set of talents, a "spec" if you will. Games like WaR and Wow have done this well.

Next you need items, items and more items! Loot!! I want to LOOK different then the 50 other Shaman standing at the auction house!
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Old 01-08-2009, 01:14 PM   #3
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You need multiple paths for the player to choose to develop a specialized set of talents, a "spec" if you will. Games like WaR and Wow have done this well.
I always thought that EQ1 did this well. You REALLY had to dole out those AA points sparingly and wisely. So many choices on how to spend, and the AA points being so difficult to get, your Beast Lord really was YOUR Beast Lord.

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Next you need items, items and more items! Loot!! I want to LOOK different then the 50 other Shaman standing at the auction house!
yes, Yes, YES!!!! I HATE looking like everyone else. I like having to work for my armor, and I like it being unique.
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Old 01-08-2009, 02:40 PM   #4
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I never played EQ1 but I've been playing 2 since launch and even they did it well. I just didn't use 2 for an example since more people could relate to WaR and WoW..
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Old 01-08-2009, 03:33 PM   #5
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Yeah, I played AoC for 3 months and looking like everyone else was a big turn off. Although, it does not seem to bother me in EVE. (Probably because its not always a good thing to draw attention to yourself in New Eden)

I also enjoy less classes and have them role based, but as mentioned, you need to be able to have a relatively unique character in both appearance and abilities or it feels pointless. I have not played WoW, EQ or WAR, so I can't comment on that angle. I am fairly new to MMOs, having come over from tabletop pencil and paper RPGs. I have to say compared to that, MMOs seem very limiting.
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Old 01-08-2009, 04:58 PM   #6
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I never played EQ1 but I've been playing 2 since launch and even they did it well. I just didn't use 2 for an example since more people could relate to WaR and WoW..
The biggest difference is that there are no "trees." You can train whatever you want for various point values. Some have pre-reqs, some don't.
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Old 01-08-2009, 07:42 PM   #7
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The third realization I came to is that if anything is going to get people to work together, it's class weaknesses, not strengths.
That right there is one of the main reasons EQ remains my top MMOG even years after I stopped playing it.

Imagine dropping an EQ Enchanter, as is, into the middle of WoW. No one would have the slightest clue what to do with it because the class is only as powerful as the other classes they're grouped with.

I think the kind of gameplay you outlined has unfortunately been sacrificed for the sake of casual, solo friendly MMOGs. Classes are built to be powerful in their own rights, without the need of other players apart from some neatly compartmentalized gameplay disguised as dungeons.

Sort of funny when you think about it... as MMOGs become more popular and accepted by a larger overall audience, the need to be social with any of them has taken an equal and opposite turn in the other direction. So an expanding social network = less focus on social interaction in newer online RPGs.
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