30 April 2015

Skill System Design: What are character classes

-
---
-----
(hypothetical conversation before an RPG group starts )
Gamemaster: We'll let's get this going, what you guys want to play as?
Player 1: I want to play as a strong Fighter type like Conan the Barbarian.

Gamemaster: Very well, your class is Barbarian Warlord, however keep in mind you won't be able to use magic or shields.
Player 2: I'd rather be some sort of archer, like Legolas.
Gamemaster: So you are a Sniper, keep in mind your melee defenses aren't very good.
Player 3: I want to make a magician with powerful healing and offensive spells.
Gamemaster: You can't. Either choose to play as Priest, with healing magic or as Magician, with offensive spells.
Player 3: Bummer.
-----
---
-

Part 1 What are character class
Part 2 Multi classing


What's a character class in an RPG?
  • Well... it depends on the setting.
  • There are a few types:
    • Occupation / Career - he's a expert that studied magic all his life.
    • Category / Archetype - he's a half-dragon, thereof, can breathe fire.
    • Job / Program - he's training as soldier now, before this he trained as Archmage.
    • Achievement / Title - he's become a Light Lord Magician, the highest type of Light Magic caster.
  • Wikpedia puts it this way: 
    • "In role-playing games (RPG), a common method of arbitrating the capabilities of different game characters is to assign each one to a character class. A character class aggregates several abilities and aptitudes, and may also sometimes detail aspects of background and social standing or impose behavior restrictions."
So a class is mostly about a character can or can't do, it's an quick way to describe a person. It also depicts his strengths and weakness. So it's both a descriptive and related to balance.
Refer to Tvtropes  for some character archetypes.
Keep in mind that while what you will consider a class can vary, you must keep coherence after picking a type of class to use.


Psychology

  • One could say classes are Schemas, frameworks that represents a complex idea.
    • For instance, instead of saying "I'm a Paladin" one could say:
      • "I'm a well trained Warrior from an organized religious order, capable of using several holy powers to aid me and others both in combat and outside it. Also I'm bound to a severe code of conduit and may never never abide by evil in any form."
    • Well, just "Paladin" is just as good, if people share what's it supposed to mean.
  • So if you call a class Ninja, and give him no assassination skills, but focus on spying. People won't go well with it. They'll call it Spy, Spymaster or Infiltrator.
  • If a character that is a Spy is good at finances, he's would be considered good on those due to particular interest and not because he's a ninja. i.e. in order to accommodate an unexpected information people make adjustments on how they interpret things.
So people tend to dismiss occurrences where the shown class deviates from their per-existing conceptions of such a class. If such information is relevant, people will adapt or even nickname classes.

----------------------------------------------------------------------------------------------------------------

Aversion: Classless System

  • This kinda of system offers, in theory, great versatility. You pick/learn/get your abilities differently, here a few examples:
    • Point system- Fallout (regarding perks) and Path of Exile (regarding passive skills)
      • Tends to be somewhat prevalent, in the sense you have points to determine some numerical aspects of the character regardless of class, like Strength score.
    • Stat/Skill Grinding - unusual nowadays, Final Fantasy 2 and Vagrant story had it.
      • Basically you improve a skill the more often you use it, it tends to be aversive when it come to improve skill that use a % chance of success.
    • Equipment grants abilities - like Path of Exile and Vandal Hearts 2.
      • What you character can do is defined by his equipment, give him a spell tome and he can cast spells.
  • Regardless of the approach, under this kind of system, it requires specialization, so instead of a jack of all trades or you become a Master of None
    • In fact those system usually put requisites to learn the better skills, forcing specialization.
  • However you could design the game so the player eventually becomes a master of everything. Consider the old Zelda games, most skills and items had it's uses even late game (and some are just obsolete).

Subversion: Class change

  • This can be done in several ways:
    • Class upgrading: Common in strategy rpgs, like Shining Force, Vandal Hearts and Battle for Wesnoth - A Squire Becomes a Knight when he gets enough experience, superior in every way to the former class and with additional abilities.
      • Pros: 
        • Sense of achievement "I managed to earn that class" "I'm more powerful"
        • Tasks/objective "I have to promote that unit"
      • Cons:
        • Chore "I have to use this lousy class to earn it upgrade"
        • Make some units unusable "C'mon this character is tier 1, he useless"
    • Job system: Your character has a current class, that he can change outside battle. Best represented by Final Fantasy Tactics.
      • Pros:
        • Versatility / Strategic depth - "I suppose I could use Warriors instead of mages in this mission"
        • Extended gameplay  - "I have to master that class now"
      • Cons:
        • Less sense of individuality "I'll make this fighter a mage now"
      • Also combines with a class tree, creating class tiers, like needing to master both cleric and wizard to become an Archmage (which incidentally is similar to class upgrading).
    • Change skill bar / skill reset: Guild wars and Diablo 3 use this kind of system (even if not purely), it's somewhat similar to a limited job system (each class have some role options depending on build, but each character tend to do differently).
      • Pros: 
        • Like a job system, it adds versatility, since you can change your character to overcome a challenge - "I'll change my build to ice magic instead"
      • Cons: 
        • It removes the feeling of making a unique character - "They need a Mage with fire magic, I'll just swap my build"
        • Might require lots of clicking and swap - "I have to reset all my 120 skill points" (easily averted with a skill profile save, like GW did)
        • Optimization will be mandatory - "C'mon, use the build from the wiki!"
  So basically the class change design must be in accordance to your objectives and level design.
    • So, if you have variated enemies and levels and high game length, some sort of skill bar / reset design would fit nicely (like Guild Wars 1). However it's quite hard to design good levels and take care of Power Creep in expansions, GW 1 actually failed at that, unless you do the content in order of release.
      • In the other hand, Diablo 3 does this poorly, because the progression is mostly gear based (it's more like a slot machine than anything), and the level and monster design doesn't really incentive to change builds.
    • On the other hand, class upgrading doesn't go well in strategy games where units are lost (it's quite aversive to lose something you put some effort to upgrade) - for example Civilization and Battle for Wesnoth - resulting in Save Scumming
      • However Seiken Densetsu 3 did this in an interesting way, you have a party of three character out of 6, each one get a class upgrade twice, with two options each time. While the game length wasn't optimal for so many options (about 10-20 hours) most people would like to see at least 2 final classes of each character, resulting in about 3-4 playthrough. 
        • Which make much more sense than Diablo 2, with it's prohibitive hour demand for each playthrough if you want to make a sorcerer for each elemental.
    • Job systems tend to be difficult to balance, often resulting in gameplay stagnation or becoming too similar to skill reseting, like in Final Fantasy Tactics.
      • Ironically, FPS where you can pick a limited set of weapons are similar to this - In counter Strike, if you pick a AWP you are a slow deadly sniper, if you pick a Automatic shotgun, you are a quick deadly at close range


Next time I'll look into multiclassing, when a character have more than one class at the same time.



References:
Wikipedia

TVtropes