As an MMO gamer, there are things that certainly hit at the heart of character progression. For me, I’ve always been partial to games that let me progress how I wanted, but some of my favorite games have been emphatically class based like City of Heroes. I often feel there’s a divide between gamers that really enjoy class-based games and skill-based games. If you’re an MMO gamer, you likely have a preference, so, let's dig into the core of each system before you take to the mean streets of the forums to let us know which you prefer.
Class-based systems are often built around defining roles that are rigid and tailored to fit specific character archetypes. These roles generally come with pre-set skills, exclusive abilities, and specific gear choices that align with a well-defined path. World of Warcraft and the recently release Tarisland are classic examples of this type of system. In these games, your chosen class will dictate nearly everything about your character, and the role you’ll be assigned to when you inevitably group up. Your abilities and even the armor you wear will be suited specifically to your class, and there will be minor deviations, but ultimately when you show up as a healer, you’re going to be expected to heal.
There’s a comfort in class-based gaming. You know exactly what you should be doing and your class specific stats are usually all you need to be concerned with. Everything is intrinsically tied to their class.
You Got Skills
Skill-based MMORPGs on the other hand, are built to offer extensive versatility in the way you build your character. When I say skill-based, it isn’t about twitch skills or fast reflexes but rather being able to craft your character’s array of abilities, gear, and define a general role as you progress. Guild Wars 2 takes an interesting approach, providing some mix of both worlds.
While you are tethered to a particular class, the subclasses and flexibility in skill choices allow you to shift into different roles depending on what’s needed. Similarly, Phantasy Star Online 2: New Genesis takes this concept even further, allowing players to swap classes entirely and mix subclasses in different ways, giving a sense of freedom to shift between roles without the need to start from scratch.
Then there’s Albion Online, which eschews the traditional class system almost entirely. The motto “You are what you wear” drives the philosophy here, and that level of customization means that your gear completely dictates your abilities and role. If you want to be a spellcaster one day and a sword-wielding tank the next, it’s just a matter of changing your equipment. There’s no fixed class to define you, and you’re free to be anything your imagination and your inventory allow.
Do You Prefer to Stay Classy?
Each of these systems has its strengths and challenges. Class-based systems are often more beginner-friendly, with clear boundaries and paths to follow. You pick a role, you fill that role, and your progression is straightforward. This also means, however, that you’re locked into that role. If you grow tired of being a Rogue or a Mage, you often have to reroll to another option, start the game over, and games like this often don’t facilitate a variety of leveling experiences so you can feel like you’re rehashing a lot of the same content.
Skill-based systems provide a lot of freedom, which can be both a blessing and a curse. I’ve always aspired to have characters that can do a little bit of everything, and I love playing support. The idea of molding a character to fit my whims is always an enticing prospect, but it can also get very confusing when you start delving into what you really need to get there. Weapon choices, gear choices, a variety of skill selections, on top of figuring out how all of this will aid a group when you enter a particularly difficult dungeon are all part of the anxiety of skill-based games.
Worse yet, min-maxing and flavor of the month builds as a game ages and the skills get rebalanced are always a concern, as you may then fall into situations where you’re expected to run certain builds with a particular weapon, and it can kill that individuality that skill-based systems are supposed to encourage.
Tthe debate between class-based and skill-based systems will primarily come down to preference. Upon reflection, I find myself far more suited to the skill-based games I’ve come to love over the years. When I place the weight of the games I most enjoyed into class-based or skill-based it started to feel close to even. But nothing solidified my view more than Star Wars Galaxies and how they took a beautiful complex skill system, and ruined it with the NGE. I love the idea of having one character who can embody multiple roles without limits. It makes my in-game journey feel more personal, more dynamic, and ultimately, more rewarding.
But that’s just me—what about you? Do you prefer the clearly defined paths of a class-based MMORPG, or do you lean towards the versatility of a skill-based system? Let me know your thoughts, and let's keep the conversation going.