Draegan said:
I don"t want to read a 100 page design doc. How do you set up skills so you don"t gravitate to a certain subset? What kind of encounters can you design around not being good at fireball or swinging a club? Are we still talking about an MMORPG at this point?
IF, hypothetically, 38 studios has decided to go with a skill-based system but the content is still designed around the main archetypes (tanking, healing, CCing, dpsing (melee/magic)) + what I also consider main archs -- but a lot of people think of as secondary characteristics (buffing/debuffing/Pet) then you are going to see the skill system essentially devolve into a class system. You"re going to get min/max tank builds, healer builds, etc.
I would however, knowing no more than the odd post on this thread by the gang at 38 studios, bet good money that they"re using a class system based on the standard archs. But with some sort of hybrid skill system (a la WoW talent trees) on top of whatever their base classes are.
Now long ago, and in a different thread, I discussed a skill system that wasn"t based on the archetypes. It was, instead a ripoff of MTG mechanics as applied to an MMO setting (actually it was MTG the MMO but whatever).
Assume that each MTG card is a distinct aquireable skill or item. E.g Fireball or Summon Goblin are distinct skills. You"re limited to a "deck" (really just skill slots) of 60 abilities whose reuse timers and availability depend on how many you pack into your deck. Unlike current MMOs you"d only have say 7 or so cards (aka abilities) available at any time -- so you better build your deck correctly.
There is no tank per se, or healer per se -- you may have quested and had the some sort of taunt card drop off a mob that you"ve added to your deck -- but in no sense does that one card (or four if you"ve hit the boss multiple times) make you a tank. Similiarly you may have a heal spell that a mob dropped but again that one spell doesn"t make you a healer.
Like the card game -- everyone is pretty much DPS -- whether direct, dots, pets or melee (not in the CCG but would have to be in the MMO) with some crowd control (some of the blue/white spells). This wouldn"t be everyone"s cup of tea and I have a hard time visualizing the raid game where almost everyone is DPS and the rest are CC-- but hey we"re just talking whether a fantasy MMO w/ a skill system could exist in theory without there always being set specs. Not whether anyone would ever play such a game.
Since skills are aquired through encounters. Cardboard specs aren"t possible because a high end raiders skill selection is going to be a lot different from Mr. Casual. But assuming the game holds true to the CCG -- good builds should be available even to players who only have "common" non-raid mob dropped skills. (Reality is that Mr. Casual wouldn"t give a shit that he could build a decent deck out of commons. He would instead bitch and play something else because "why play a game where I never get the chance to get a Black Lotus" -- but so it goes)
This of course has nothing to do with 38 studios -- but D"s asked the question if it was possible to do it w/n an MMO.