Plorkyeran said:
I really don"t see what the problem with letting players change classes at any time is. Personally, I think being able to take 25 players and having the optimal raid balance for every fight in the game sounds pretty fucking awesome. How is getting rid of people sitting outside of the instance waiting to get swapped in (or sitting in a city LFG because there aren"t any healers or tanks) make a game not "massivly multiplayer"?
I don"t necessarily agree with it, but there is the idea in MMO design that making things "too easy" leads to boredom of the game and loss of subscription.
The MMO keep-your-subscription carrots range from social interaction (irc), ego-identification, PVP, PVE, leveling, questing, lore, on, and on, and on. Not all carrots apply to all people.
Don"t underestimate how powerful the connection is people share with their characters. The whole "special snowflake" idea is a powerful draw, and the more powerful, unique, etc you make your snowflake the tighter the bind. Letting a character morph, imo, loses some of that.
Ideally if I wrote an MMO and I could figure out a way to make you enjoy the smallest amount of content I can create and have you (re-)use that content for a long period of time, I win. One of the great big content sinks is character leveling, akin to replaying single player games in different difficulty modes or playing as different characters. Throwing out that "sink" is a scary idea for a content dev, especially since its been shown time and time again that people creating alts is a big time sink.
My personal feeling is that somewhere in between is good. I really do like LOTRo"s way of "spec"ing or Tabula Rasa"s "clone" feature, which allows you to switch character configurations for a small amount of money anytime. LOTRo is way, way too easy though and lacks enough carrots at endgame currently. WoW on the other hand has an insanely high amount of carrots at endgame, and a reasonable character reconfiguration (50g respec, create alts). If they would allow 2-3 talent templates and fix up bagspace in WoW to better allow for multiple roles, imo that would be close to an ideal.
And I agree creating 20+ classes is not a good idea, a game works out much, much better if it gives the illusion of simplicity when you start and works to greater and greater complexity as you progress. Unlocking new classes at endgame is fine, but having a character creation screen with 100+ options when you start doesn"t seem like a wise move.