Do You Believe in the Holy Trinity of MMORPG Gamedesign?

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Seppli

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#1  Edited By Seppli
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Seppli

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#2  Edited By Seppli

Do You Believe in the Holy Trinity of MMORPG Gamedesign?


 
The holy trinity of MMORPG mechanics is the basic group setup of Tank / Healer / DPS.
 
There is a trend in MMORPG design to move away from that basic template. ArenaNet is the standard bearer of this movement with Guild Wars 2, which does no longer rely on dedicated healers. Many more MMORPGs are in development, like Firefall by Red 5 Studios, which won't rely on the classic Holy Trinity.
 
In the case of Guild Wars 2, combat and balancing reminds me more of something like DOTA. There are sturdy tank builds to outlast enemies. There are burst and attrition damage builds. There are casters and melee. Everybody has different styles of support. Yet there are no healers. Personally, I believe this will bring a lot of fresh air to a currently very stagnant genre. It will revolutionize PvP and it will be very interesting to see to what kind of high-end PvE encounter design this approach will lead.
 
Below you'll find a video of the ESL show tournament from GC 2011 with the first look at GW 2's matched instanced PvP. I love it. No more spoilsport healers ruining all my skillful fighting by spamming healspells.
 
 
So where are you standing in this debate? Do you believe getting rid of dedicated healer classes is a bigger loss than gain? Or do you believe in this bold new direction? Make PvP and PvE balancing stop hinging on dedicated healers and their HPS?
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Ghostiet

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#3  Edited By Ghostiet

As in?

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Grissefar

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#4  Edited By Grissefar

What do you mean? The holy trinity of MMO design is:

1. Lay it out good

2. Lay it out well

3. Lay it out enough

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BaneFireLord

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#5  Edited By BaneFireLord

I usually play solo, but there's a reason why there are only three archetypes available when you do a random WOW dungeon.

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Jimbo

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#6  Edited By Jimbo

It's fundamentally solid, it's just been done to death. I don't think just dropping group dynamic entirely is much of a solution either. Having a role to fill within a team and having that co-operation come off is genuinely satisfying - games which drop that in favour of everybody just wailing on everything ultimately feel pretty hollow. A co-ordinated team should be more than the sum of its parts.

There have to be decent alternatives to Holy Trinity though, like maybe a stronger emphasis on positioning, or on DA2 style group combos, or dynamic interaction with the environment.

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crusader8463

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#7  Edited By crusader8463

Every time I have seen people try something else it always just ends up being 1-2 classes that can do everything, that everyone plays with, while the rest get neglected and poo pooed on when you try to play as it in a team setting. I would be willing to try alternatives, but I have yet to see it done well and I don't see the problem with the trinity.
 
All that said, my favourite class to play in any MMO is the buff/de-buffer controller class. I have been playing City of Heroes since it launched, and to this day my favourite class is the controller. It is pure crowd control with its primary skill set and your choice of buff/de-buff/heal, or some combination there of, depending on your choice of skill set. Makes me sad that it's not the Holy Quatrology that's standard as I find tank/DPS mind numbingly tedious to play and, as much as I love healing, being a pure healer sucks.

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Seppli

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#8  Edited By Seppli
@Jimbo said:

It's fundamentally solid, it's just been done to death. I don't think just dropping group dynamic entirely is much of a solution either. Having a role to fill within a team and having that co-operation come off is genuinely satisfying - games which drop that in favour of everybody just wailing on everything ultimately feel pretty hollow. A co-ordinated team should be more than the sum of its parts.

There have to be decent alternatives to Holy Trinity though, like maybe a stronger emphasis on positioning, or on DA2 style group combos, or dynamic interaction with the environment.

Would you say DOTA 2 has group dynamics? It's the same tried and true group dynamics as found in games like League of Legends and Heroes of Newerth which happen in a 'Holy-Trinity-free' group environment, regardless if a genre-mix like Firefall or a regular MMORPG.
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StarvingGamer

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#9  Edited By StarvingGamer

I agree that for mass market appeal Tank, DPS, and Healer is the best way to go, but I'm sad that the idea of a buffer/debuffer/controller class seems to have fallen to the wayside.

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Seppli

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#10  Edited By Seppli
@StarvingGamer said:

I agree that for mass market appeal Tank, DPS, and Healer is the best way to go, but I'm sad that the idea of a buffer/debuffer/controller class seems to have fallen to the wayside.

I guess these days utility gets spread around to accentuate and differntiate classes, whilst everybody can do comparable and competitive DPS. The vast majority of players enjoy dealing damage over tanking and healing. Buffing, debuffing and crowd control is everybody's bread and butter.
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Brians

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#11  Edited By Brians

no I'm an MMO atheist though having played Guild Wars 2 Pax Demo last year that game is fucking good.

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Jimbo

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#12  Edited By Jimbo

@Seppli said:

@Jimbo said:

It's fundamentally solid, it's just been done to death. I don't think just dropping group dynamic entirely is much of a solution either. Having a role to fill within a team and having that co-operation come off is genuinely satisfying - games which drop that in favour of everybody just wailing on everything ultimately feel pretty hollow. A co-ordinated team should be more than the sum of its parts.

There have to be decent alternatives to Holy Trinity though, like maybe a stronger emphasis on positioning, or on DA2 style group combos, or dynamic interaction with the environment.

Would you say DOTA 2 has group dynamics? It's the same tried and true group dynamics as found in games like DOTA 2 which happen in a 'Holy-Trinity-free' group environment.

I've never played any DOTA games, so I couldn't really say. If it requires you to rely on your teammates to do something which your own character can't do, then sure. If dropping from 4 to 3 players just makes you 25% less effective as a team, then not really.

I agree that what GW2 is doing sounds interesting, I just wonder how well it will stand up over time. Being a vital cog in a machine is satisfying; being one of many entirely dispensable cogs is less satisfying. The combat is going to scale based on how many people there are anyway, so at that point it basically doesn't matter to the team/group whether you're present or not. It will be nice that everything doesn't fall to pieces when somebody goes off in the middle of something to have their dinner or whatever, but ultimately I can see the experience being less satisfying as a result. The gameplay from an individual perspective will need to be very satisfying to make up for that.

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StarvingGamer

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#13  Edited By StarvingGamer

@Seppli said:

@StarvingGamer said:

I agree that for mass market appeal Tank, DPS, and Healer is the best way to go, but I'm sad that the idea of a buffer/debuffer/controller class seems to have fallen to the wayside.

I guess these days utility gets spread around to accentuate and differntiate classes, whilst everybody can do comparable and competitive DPS. The vast majority of players enjoy dealing damage over tanking and healing. Buffing, debuffing and crowd control is everybody's bread and butter.

Yeah, like I said, mass market. I always had the most fun playing EQ as an enchanter or a druid though.

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Seppli

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#14  Edited By Seppli
@Jimbo said:

@Seppli said:

@Jimbo said:

It's fundamentally solid, it's just been done to death. I don't think just dropping group dynamic entirely is much of a solution either. Having a role to fill within a team and having that co-operation come off is genuinely satisfying - games which drop that in favour of everybody just wailing on everything ultimately feel pretty hollow. A co-ordinated team should be more than the sum of its parts.

There have to be decent alternatives to Holy Trinity though, like maybe a stronger emphasis on positioning, or on DA2 style group combos, or dynamic interaction with the environment.

Would you say DOTA 2 has group dynamics? It's the same tried and true group dynamics as found in games like DOTA 2 which happen in a 'Holy-Trinity-free' group environment.

I've never played any DOTA games, so I couldn't really say. If it requires you to rely on your teammates to do something which your own character can't do, then sure. If dropping from 4 to 3 players just makes you 25% less effective as a team, then not really.

I agree that what GW2 is doing sounds interesting, I just wonder how well it will stand up over time. Being a vital cog in a machine is satisfying; being one of many entirely dispensable cogs is less satisfying. The combat is going to scale based on how many people there are anyway, so at that point it basically doesn't matter to the team/group whether you're present or not. It will be nice that everything doesn't fall to pieces when somebody goes off in the middle of something to have their dinner or whatever, but ultimately I can see the experience being less satisfying as a result. The gameplay from an individual perspective will need to be very satisfying to make up for that.

In an environment without dedicated healers, your personal skill as a player has much more weight. Ever seen an arena match in WoW where everybody but 2 healers died? Healer vs Healer fights can go on for hours, days even. Until somebody has to go and take a piss or forfeits out of boredom outright. Evidently dedicated Healers have unlimited spoilsport potential in PvP.
 
As for PvE, that's truely gonna be interesting. Especially instanced high-end PvE. I guess it's just the whole war of attrition element between damage spikes and heal per second and ressource management which falls away; in favor of active dodging and other means of mitigating incoming damage with active skills. It spreads that risk vs ressource management mechanic around to every player. First and foremost, you're responsibile for your own well-being. Do your job well and avoid getting fucked - it's nobody's job to mitigate for your fuckups. At least in GW2, everybody can combat-rezz, but really hard PvE encounters with little room for error - that's where you want to group up with skilled players; which is gonna be a lot easier than finding a skilled healer when you lack one.
 
With the holy trinity, you need a healer to be able to play the game and succeed. Without it, all it takes is good players.
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phrali

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#15  Edited By phrali

wat
 
i thought it was warrior-rogue-mage

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#16  Edited By kelbear
I think that class design in MMORPGS should eschew the "holy trinity" in favor of:
 
1) Make all classes moderately self-reliant.
2) Make all classes better off with the help of other classes.  
3) Recognize that providing #1 is generally a trade-off for #2, and vice-versa. (This is where the balance work comes into play) 
 
It sucks to play a class that's useless outside of a group setting. Being completely reliant on groups means a lot of sitting around doing nothing in hopes that people will come by. Not a fun experience. Make sure that no class is dependent on any other class. However, make sure that all classes have an important contribution to provide to any group that justifies their presence. An MMO's most unique experiences are inherently tied to the multiplayer aspect of the game. Making classes more self-reliant means reducing each player's individual weaknesses, which simultaneously reduces the opportunity for another class to compensate for another player's weaknesses (note that a jack of all trades but master of none is the least valuable in a team composed of specialized experts, see Comparative Advantage: http://en.wikipedia.org/wiki/Comparative_advantage   ) 
 
The simplest starting point for such balancing is: 
1) All players can deal solo-worthy damage.  
2) All players can take solo-worthy damage.
3) All players get relatively valuable buff/debuff/cc/heals, and relatively valuable stacking value. (Ex. When the enemy is 95% CCed, another CC player is made less useful, so make sure the mix of powers precludes redundancy)