What are the pros and cons of class based and open class RPG in game design and the ways to design open class RPG?
#1 Members - Reputation: 100
Posted 31 January 2012 - 09:42 AM
#2 Members - Reputation: 90
Posted 31 January 2012 - 12:44 PM
If you can do good balancing, it will be viable. And will allow more diverse builds e.g tank mages.
balance measures :
1) talent power increases the more points you put in the tree. Or some talents grant passive benefits to other talent trees to encourage "cross class" building.
2) instead of talent trees, you can have talent sets, e.g you can pick any talent instead of forcing player to buy some useless talents.
For example a warrior with 1 talent in heal with heal for only 30%+heal vs a specialised healer that heals for 100%+heal.
3) you can put more than 1 talent points on same talent, like in diablo 2. This will allow to create "weak-gimbed" builds that although do more damage than any other class, they suck in that they lack versality and do only 1 thing.
#3 Members - Reputation: 163
Posted 01 February 2012 - 02:41 AM
you can do it like wow e.g with talent trees, only that instead of having 3 talent trees per class have 20 talent trees that everyone has.
In Rift you have something like that. If I remember right you have like 8 talents trees from which you can choose 3 of them to create your class. Still can be considered as a class system but with much more freedom.
#4 Members - Reputation: 100
Posted 01 February 2012 - 04:41 AM
you can do it like wow e.g with talent trees, only that instead of having 3 talent trees per class have 20 talent trees that everyone has.
If you can do good balancing, it will be viable. And will allow more diverse builds e.g tank mages.
balance measures :
1) talent power increases the more points you put in the tree. Or some talents grant passive benefits to other talent trees to encourage "cross class" building.
2) instead of talent trees, you can have talent sets, e.g you can pick any talent instead of forcing player to buy some useless talents.
For example a warrior with 1 talent in heal with heal for only 30%+heal vs a specialised healer that heals for 100%+heal.
3) you can put more than 1 talent points on same talent, like in diablo 2. This will allow to create "weak-gimbed" builds that although do more damage than any other class, they suck in that they lack versality and do only 1 thing.
Thank you for your answer.
If the talent is obtained by player in gameplay (finish some quest etc.) not before the game really begin, I think it's open class design.
In real world, class is determined by related skill, knowledge and experience. In my mind, the open class design similar like this, with the talent system you mentioned, I have some ideas.
1.Every new player character have no class.
2.Skills are major factors determine the abilities of player.
3.Some special profession related trick can be obtained by quest etc..
4.These tricks can improve profession related skill or have special effect.
5.When get enough tricks, player can get a class title, it's just a name and depend on the tricks.
6.Some tricks are incompatible, so no one can get all tricks.
#5 Members - Reputation: 169
Posted 01 February 2012 - 05:38 AM
If the talent is obtained by player in gameplay (finish some quest etc.) not before the game really begin, I think it's open class design.
It is often used in conjunction with a close class system and it still pretty restrictive in most cases (a rogue will always be a DPS class no matter what tree it takes). There are of course cases were it's used to give the player and idea of choice when they specialise their undefined class (Skyrim).
I personally like the predefined class system. It allows a player to decide what kind of character they want to play while allowing the designer to really make some big distinctions with the role and feel of the class in both story and gameplay. That seems to be missing somewhat from open class designs so far.
There is a happy medium (even if it has its own share of issue). The player first chooses a broad class say a melee class/magic class/ranged class. A few levels in they can then choose an "advanced class" in the case of the magic class this could be mage or priest. Further on you could specialise each class even more, the mage could be a wizard or warlock. By the end of the levelling experience the player should have been able to tailor their character in a way they like but while still getting the sense of purpose the closed class system provides.
#6 Members - Reputation: 143
Posted 01 February 2012 - 05:40 AM
you can do it like wow e.g with talent trees, only that instead of having 3 talent trees per class have 20 talent trees that everyone has.
If you can do good balancing, it will be viable. And will allow more diverse builds e.g tank mages.
balance measures :
1) talent power increases the more points you put in the tree. Or some talents grant passive benefits to other talent trees to encourage "cross class" building.
2) instead of talent trees, you can have talent sets, e.g you can pick any talent instead of forcing player to buy some useless talents.
For example a warrior with 1 talent in heal with heal for only 30%+heal vs a specialised healer that heals for 100%+heal.
3) you can put more than 1 talent points on same talent, like in diablo 2. This will allow to create "weak-gimbed" builds that although do more damage than any other class, they suck in that they lack versality and do only 1 thing.
Thank you for your answer.
If the talent is obtained by player in gameplay (finish some quest etc.) not before the game really begin, I think it's open class design.
In real world, class is determined by related skill, knowledge and experience. In my mind, the open class design similar like this, with the talent system you mentioned, I have some ideas.
1.Every new player character have no class.
2.Skills are major factors determine the abilities of player.
3.Some special profession related trick can be obtained by quest etc..
4.These tricks can improve profession related skill or have special effect.
5.When get enough tricks, player can get a class title, it's just a name and depend on the tricks.
6.Some tricks are incompatible, so no one can get all tricks.
bluegobin, sounds like a good start for a `Open` Class System. I would just add the ability for the Player to create their own Classes in which they can label and organize skills into Templates that can be shared with other players.
#8 Members - Reputation: 100
Posted 03 February 2012 - 11:47 AM
You can have class based systems where you have a lot of freedom and customization as well like Blue Dragon or Final Fantasy XIII.
And you can have skill based systems where all individuality is gone because you can literally make everyone the same (Final Fantasy XII), this is different however, from Final Fantasy X for example (you can make everyone the same but that only happens when you maxed everyone after endless hours) or Digital Devil Saga (everyone can get all skills, but everyone has very different stats).
Your approach sounds solid, though.
The title may be a good idea because you always end up labeling them.
"tank build", "healer/supporter build", "elemental mage build", in the end grouping them is convenient when they only differ by details.
#10 Members - Reputation: 116
Posted 03 August 2012 - 04:16 AM
In open class games i tend to dabble around in every sphere possible.and end up with a jack of all trades.
#11 Members - Reputation: 269
Posted 03 August 2012 - 07:34 AM
I played Neverwinter nights 1 and 2 about 40 times each. This was due to the crazy number of classes (and then prestige classes) and I wanted to try them all.
With distinct classes, I want to play through the game as many times as there are classes. I think if you decide to leave the entire skill tree open (no classes) you should pace the game (or level cap) at a point where the average player can only obtain about 20% of the entire tree. This will allow them to replay the game with a completely different skill set a few times.
Also, allowing the player to max out almost everything in a tree takes away a lot of the strategy of skill selection. A player should have to think very carefully about which skill to choose as they know they won't be able to have them all during that play through.
#12 Members - Reputation: 448
Posted 03 August 2012 - 12:34 PM
#13 Members - Reputation: 153
Posted 03 August 2012 - 04:04 PM
This link shows other people's view and discussion about classes and skills:
www.eldergame.com/2011/01/classes-vs-open-skill-systems/
In the end, most system are somewhat of a hybrid between the two extreme. Locked class, partially locked skill are the typical.
Edited by Platinum_Dragon, 05 August 2012 - 07:58 AM.
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:
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