Skill based vs. Level based systems.

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31 comments, last by solinear 19 years, 5 months ago
I've been debating this for quite some time and I've run into some good arguments on both side. It seems to boil down to realism vs. gameplay. Normally I'd err on the side of gameplay, but I'd like to get some other points of view on this. I've come up with a few different systems and would like to hear some points of view on it. 1) Class/Level based skill system. As you gain levels, your skills can go up. This is based upon an 'experience point' system, which I'm trying to avoid. The benefits are that each player is a known quantity in a multi-player game. Your class determines what skills you can develop. Benefits: Everyone knows what a level 8 Warrior can do. You have an easily guessed number of hit points and it would be easy to figure out what you can or can't handle. Penalties: No customization of characters normally possible. Skills held back by class level. 2) Class based skill system. You choose a class and it affects how easily you learn skills. If you're a warrior, then you gain bonuses in heavy and medium armors, all melee weapons and armor-based skills. You take penalties to getting better at magic-based (channeling and divine magics) skills. If you choose a (un)holy knight, then you remove the penalty against the divine magics, but lose a small portion of bonus on part of the armors or weapon skills. Benefits: Allows the player to customize their character to a certain amount, while retaining the core of their class' focus. Not too hard to figure out what the abilities that a level 8 warrior is in this system. Penalties: Characters not as easily quantifiable by class/level, too much customization results in a player being far from what is expected from a normal member of their class. 3) Skill based class/level system. You develop the skills that you want and they determine your level and class (title). Example: You have a 300 swords skill, 200 heavy armor skill, 220 shield skill, 50 divine magic skill, 20 channeling skill, then you'd be considered a level 30 warrior. If you develop your divine magic skills further to 150, then you'd be considered a holy knight with a level of 30. Benefits: Allows a player to customize their character greatly, giving them the abilities that the player wants to develop, giving them any type of play style that they desire. A battle-mage wearing chain mail armor is possible, as is a swashbuckler wearing no more than a leather jerkin, but easily dodging or parrying most attacks. Penalties: Difficult to really quantify the abilities that any player would have normally. Trying to fit a character into a group role would be very difficult without having played with them before. I'm only really considering the second two ways of handling skill/class, but would like to hear any thoughts on all three. While I'm not really considering the first, a lot of ideas pushing that one would obviously influence me to make my system more like that than #2 possibly.
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1st, an idea about what a level grind treadmill is,

What forced grouping is about

2nd, an idea about how to tweak a level treadmill by bybridizing with a skill system,

RPG vs MMORPG
Great topic, I was looking for something like that!

1) It's classical, most players got acquainted with it.
2) The most logical and realistic, but characters cannot advance in other specializations
3) Simple and effective, but very difficult to 'classify'

Morrowind has all three system merged, and it's pretty nice.

I suppose #2 and #3 merged is the best solution yet.
Quote:Original post by Anonymous Poster
1st, an idea about what a level grind treadmill is,

What forced grouping is about

2nd, an idea about how to tweak a level treadmill by bybridizing with a skill system,

RPG vs MMORPG


These are the AP's links. Gamedev uses standard HTML, but IIRC, it's disabled in AP posts.
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." — Brian W. Kernighan
Personally I always prefered option 2. In real life people who are good at building stuff USUALLY aren't that good at Dance for instance. And people who a realy into books probably couldn't swing a sword for peanuts. Most people that I know all fit into a certain category of interests and then stick to that - its not really that you have to, but you simple stick to what your good at which is what the class based skill system does. It allows you to learn anything you want but it puts emphasis on a few things that your class rocks at because thats what its really like.

Think of highschool, the jocks and arts students always failed maths, the maths guys always hated sports, and the arts students though it was below them. Huge generalizations there but you get the point. Its the same principle with the class based skill system that even though you can do anything in reality you really stick to what you like.
Quote:Original post by kaysik
Personally I always prefered option 2. In real life people who are good at building stuff USUALLY aren't that good at Dance for instance. And people who a realy into books probably couldn't swing a sword for peanuts. Most people that I know all fit into a certain category of interests and then stick to that - its not really that you have to, but you simple stick to what your good at which is what the class based skill system does. It allows you to learn anything you want but it puts emphasis on a few things that your class rocks at because thats what its really like.

Think of highschool, the jocks and arts students always failed maths, the maths guys always hated sports, and the arts students though it was below them. Huge generalizations there but you get the point. Its the same principle with the class based skill system that even though you can do anything in reality you really stick to what you like.

This is just a consequence of specialisation. Are you suggesting that being a construction worker somehow makes a person inept at dancing, or that being smart automatically makes you incompetent at sports?

The same specialisation traits should emerge in a game with scheme #3—though honestly I don't know why you absolutely need to derive levels from it.
Quote:Original post by Miserable
This is just a consequence of specialisation. Are you suggesting that being a construction worker somehow makes a person inept at dancing, or that being smart automatically makes you incompetent at sports?


Hell no - my point was that its what GENERALLY happens in real life. I know a programmer who goes surfing every weekend, but almost every other programmer I know plays almost no sport - you can do whatever you want but mostly people don't. I'm sure there are many fine dancers who do construction work as a day job but if you look at in a general sense I doubt very much that most construction workers would be avid dancers. Its not a hard rule, but in general most people stick to one general area of interest which is what option 2 is all about. You can do whatever you like but you generally stick to a few core skills. If your one of the people who likes to try there hand at everything then more power too you but from where I sit the general population doesn't.
Quote:Original post by kaysik
Quote:Original post by Miserable
This is just a consequence of specialisation. Are you suggesting that being a construction worker somehow makes a person inept at dancing, or that being smart automatically makes you incompetent at sports?


hello no - my point was that its what GENERALLY happens in real life. I know a programmer who goes surfing every weekend - you can do whatever you want but mostly people don't. I'm sure there are many fine dancers who do construction work as a day job but if you look at in a general sense I doubt very much that most construction workers would be good dancers. Its not a hard rule, but in general most people I know stick to one general area of interest which is what option 2 is all about. You can do whatever you like but you generally stick to a few core skills.

But with option 2, you are told what those few core skills are. That's just foolish. As you say, a programmer can surf, there's nothing stopping him. So choosing 'programmer' as a class shouldn't make it any harder to exceed at surfing than if you had chosen any other class.

I don't think Morrowind is a perfect model, but their way is a good start. You can choose a class with a list of primary skills, or you can roll your own class with any assortment of primary skills you want.

CM
I'd view it quite differently.

#1) A level-based system is more effective in balancing the grind treadmill and thus keeping the subsribers, but it lacks variety.

#2) A skill based system is less effective in balancing the grind treadmill and balancing powergaming, but it gives room for the variety outside the hack and slash grinding.

#3) So tweaking the level based system and hybridizing with a skill based system will allow variety while effectively keeping the subsribers to be attached to the grind treadmill.

#4) It all boils down to how to correctly tweak the level based system such that it wont lose its effect in balancing the grind treadmill, while allowing other fun factors from a skill-based system to be introduced.
I personally prefer a pure skill-based system (no levels at all, except possibly "level 6 sword skill" or somesuch), but they're really hard to balance. If anyone can learn anything, then everyone usually eventually learns everything. I wouldn't want every guy I ran across to be a swordsman/mage/thief/chef/priest/philosopher/mechanic, and this kind of system usually makes it end up this way.

One way of mitigating this problem would be to put all the skills in a grid. Whenever someone tries to learn a skill, check and see how close in the grid it is to the skill(s) they already know, and this determines difficulty of learning the skill. This could also be based on how good they are at the skills they already know.

Examples:

Fred is a really good mage. He tries to learn to use a sword. He totally sucks at it.
Joe is a crappy mage. He wants to learn how to cook and use a sword. He learns cooking fairly decently (not as fast as a pure cook), and swordplay not very well, but not as slowly as Fred.

Advantages:

Players would have different skillsets, without being totally restricted.
Players need to cooperate to get someone to do something they can't do themselves. (Good for economy as well as combat.)

Problems:

Could be hard to calculate difficulty of learning new skills if you already know several fairly varied skills.

Another way would be to have basic skills such as sword, and then when you got to a certain skill in it, you could pick a sword-related skill or move to branch out to. You could even make it like a web, so sword may be the first skill in one player's progression and the 15th in another's, depending on what they started with.

Example:

Learn Sword to 100. Then you can choose to branch to Fencing OR a move called Flying Dragon OR Decapitation. (Bad skill names I know, but you get the idea.) Which one you learn next determines what you can learn when that skill gets to a certain level.

Advantages:

Variety in skillsets.
Interest in getting good at a skill to see what it branches out to.

Problems:

Less variety in possible actions, depending on how it's implemented. You might be able to use a sword but not an axe, for instance. (Not much different from old school RPG's where each party member specialized in different weapons, though.)

I do kind of like your #2 though. Maybe add in a portion of #3 wherein if your Warrior can struggle and learn enough magic, he can officially change his class to Paladin, but no matter how much magic he learns he can never change to Mage. I'm not sure if I like this or not, but it was an idea.
If a squirrel is chasing you, drop your nuts and run.

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