What are the pros and cons of class based and open class RPG in game design and the ways to design open class RPG?

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11 comments, last by Platinum_Dragon 11 years, 8 months ago
Closed class is obviously more restrictive in terms of character customization (everyone that picks a certain class ends up with a very similar character) but I think it lends itself a lot more to replayability. I played through Skyrim once. I loved it and played a lot of hours, but I have no desire to play again. I maxed out all of the skills I was interested in, I did every quest (evil and good). I suppose I could choose different story options, but I'm not as into story as some.

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.
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You should look at the system in Path of Exile for a good middle-ground example. It has defined classes, but those really just define the character's starting point. They have a huge, complicated passive skill tree that all characters share. The different classes just start at different points on the tree. This makes it easy for a class to specialize in its strengths, but you can also branch out and get to any point on the tree if you invest enough skill points.
I like a college like system better. Course that a person take are like skills, and those that meet the major requirements are like class skills. Those that don't meet the major requirements are cross-class skills. In essence, class is also flexible, and that a player should even have the capacity to change class at will. Of course, like college, people could attain multiple degrees; to reference that, players should also be able to multi-class.

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.
I use QueryPerformanceFrequency(), and the result averages to 8 nanoseconds or about 13 cpu cycles (1.66GHz CPU). Is that reasonable?
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:

  • move
  • mask
  • shift
  • move
  • mask
  • shift
  • or

So it seems reasonable to say that it takes 14 cycles for unaligned data since we'll have to do the series of instructions once to access and once to assign?

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