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Should player skill or character skills matter more in an MMORPG?

Blurry.FaceBlurry.Face Member UncommonPosts: 20
edited May 2016 in The Pub at MMORPG.COM
Fairly straightforward, what should be considered the linchpin upon which a game session revolves, the player's abilities or the character's?
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Comments

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Ah the old debate.  Well, if I am playing an RPG then I am playing a character.  I can't cast a fireball but my wizard can.   Also, I don't need the ego stroke of OMG look how great I am player skill is most important stuff.
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  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    In a MMO, it's perfectly acceptable to have player skill be the dominant feature.

    But in a MMORPG, the character and their abilities is the important thing.
  • Andel_SkaarAndel_Skaar Member UncommonPosts: 401
    edited May 2016
    Both, but player is the one it all depends on.

    If the learning curve is too easy and skills oversimplified, most players will hit a wall where their skills are far better than the possibility to reflect them onto the character, and thus the competetive part will depend on other factors like luck, ping etc.

    Enough complexity in combat ingame allows players to reflect their thoughts which at the same time presents challenging factor and fun if the combat feels fluid.
  • lunawisplunawisp Member UncommonPosts: 184
    edited May 2016
    Depends to some extent on what sort of skill we're talking about. I've noticed a lot of things these days relying on players doing things in a particular order at a particular speed. The problem with putting a lot of this on the player is that we connect to these games via the internet and, every so often, you get little lag spikes. If your skill involves precise timing, you could quite easily fail through no fault of your own.
    lunawisp was my peacebringer in City of Heroes. She lives on, in memory, as my gaming id
  • KyleranKyleran Member LegendaryPosts: 44,059
    MMORPGs have traditionally been about efforts by the player to improve their avatar in game. 

    Recently they've moved more towards an action model where player skill behind keyboard (or how well they macro) is more the focus.

    I prefer the more old school approach partly because, Im old so lighting quick reflexes I don't have.

    But also I enjoy building my character's levels, skills, and gear and prefer they overshadow player "skillz" in the scheme of thing.

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  • pantheronpantheron Member UncommonPosts: 256
    What is the point of an MMORPG if everyone has normalized stats and balanced  skills? If you want a highly balanced, competitive game to show off your skills as a player, there are tons of them out there. I'd rather my character be more important, than the skills I as a gamer have. 

    I play MMOs for the Forum PVP

  • BitterClingerBitterClinger Member UncommonPosts: 439
    I did a whole video on the subject, so of course I believe it is character skill. I also fully understand that combat systems and game mechanics designed to be more tactical and strategic don't appeal to the majority of gamers.
  • QuirhidQuirhid Member UncommonPosts: 6,230
    I did a whole video on the subject, so of course I believe it is character skill. I also fully understand that combat systems and game mechanics designed to be more tactical and strategic don't appeal to the majority of gamers.
    Tactics and strategy are part of player skill.

    I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  • SlyLoKSlyLoK Member RarePosts: 2,698
    In an (MMO)RPG I believe that character skills should be the biggest factor. The influx of all these action MMOs recently have dumb down the aspect of character growth to a sad sad level.
  • BitterClingerBitterClinger Member UncommonPosts: 439
    Quirhid said:
    I did a whole video on the subject, so of course I believe it is character skill. I also fully understand that combat systems and game mechanics designed to be more tactical and strategic don't appeal to the majority of gamers.
    Tactics and strategy are part of player skill.

    Yes they are... but not too many games add mechanics to challenge those particular player skills, especially when it comes to combat.
  • VelifaxVelifax Member UncommonPosts: 413
    In a MMO, it's perfectly acceptable to have player skill be the dominant feature.

    But in a MMORPG, the character and their abilities is the important thing.
    Actually, I'd be rather disappointed if, throughout my gaming life, there hadn't been a good selection of both. MMO ARPG is just as important as MMO RPG. And of course these days we have many excellent examples of both player and avatar skill being crucial, in the same game.
  • jazz.bejazz.be Member UncommonPosts: 962
    I don't see why it can't or shouldn't be both.
    You as a player has to be good at playing the character correctly.
    But if with skill you mean reflexes, button smash and combos then definately the character. I don't like how MMORPG's have turned into button smashing sports. We will all die too early, mark my words :anguished: 
  • GrumpyHobbitGrumpyHobbit Member RarePosts: 1,220
    edited May 2016
    If it is an MMORPG (RPG being the most important part) then it is the characters skills that are more important then the players. The player needs to choose what the character does. How the character does it is dependent on the character skills. 
  • anemoanemo Member RarePosts: 1,903
    In an RPG it's acceptable that a character has a good chance of losing before the battle starts.   In a single player RPG you have the option of leveling out of the problem, gearing up, or side/alt questing out.   In an MMO you have the option of using friends/allies to get out the the problem.

    In an Arcade game you have the option of "get gud", and using AI/Physics/Core-Mechanics to solve problems.

    In an RTS/TBS game you have the option of changing strategy, in some cases "get gud" can matter, sometimes you change how you interact with AI/players,  or you need to learn your tech-tree/build order.

    __________

    I'm actually kind of happy that there are starting to be other types of MMO's instead of just MMORPGs.    Not because I want to play them, but because it will take the people who want to play an MMO that's not an RPG can do that now.   Which means that developers who are making an mmoRPG don't/can't target those people any more, allow them to make something that's a little bit more pure.

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  • CyraelCyrael Member UncommonPosts: 239
    In a MMO, it's perfectly acceptable to have player skill be the dominant feature.

    But in a MMORPG, the character and their abilities is the important thing.
      Quoting as it sums up my thoughts exactly.
  • WizardryWizardry Member LegendaryPosts: 19,332
    The ONLY player skill right now is twitching the direction and aim keys,that would hardly justify as being skill.So i prefer to see skills with the character choices and not keyboard or gear related.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • d_20d_20 Member RarePosts: 1,878
    edited May 2016
    I don't think there is an overarching "should" here that applies to all mmorpgs. Both methods are valid depending on the game and the audience.

    People with twitch skills and less patience will probably prefer more player-skill based games. (This is my generalization, but I will say "younger gamers.") 

    People who want to sink a lot of time into a game, who don't mind grinding and gradually developing their character, who want to think about long-term character development strategies, monitor cool downs in tactical situations, etc. will prefer character skill. These characteristics seem to me to be more common among older people.

    However, I dislike character-skill based game design where high level characters can flaunt their power over low level characters. WoW pvp for example. If you want a game with open world pvp and no safe zones, then the game "should" be more player skill based, in my opinion.


  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    Hard to say.  A great player is gimped by a bad or overly nerfed character.  An op character can allow even a bad player to have god mode.  There is no separation in divine mind, everythings connected.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • thinktank001thinktank001 Member UncommonPosts: 2,144
    Fairly straightforward, what should be considered the linchpin upon which a game session revolves, the player's abilities or the character's?

    Considering that you stated character ability as the opposite end of the choice, then I can only assume you mean " twitch " combat for player ability, since strategy and tactics are internally connected with character ability.    If this is the case, then there really isn't a question at all in the MMORPG genre.
  • MMOman101MMOman101 Member UncommonPosts: 1,787
    Why not have both.  More than one way to play and there are so many games. Different strokes for different folks. 

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  • mmoguy43mmoguy43 Member UncommonPosts: 2,770
    MMORPGs tend to have character progression as the core focus of the game. Even in actiony MMORPGs while player skill is half of what matters, the character's skill still matters more.
  • rodingorodingo Member RarePosts: 2,870
    edited May 2016
    If I'm playing the game mainly for PVP then I prefer my actual skill to be the deciding factor if I when or lose.  If I'm playing just to PVE then I don't care either way.

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  • Jonnyp2Jonnyp2 Member UncommonPosts: 243
    It should be a balance of everything.  The biggest issue is that there is so much information available these days that most aspects of mmos outside of twitch skills are irrelevant.

    We can use wow as an example... In vanilla and early expansions there were so many people running around with horrible specs, extremely inefficient dps rotations, unoptomized gear, no keybinds, etc.  Now there are just so many guides available to hold your hand through everything.  It does make for higher quality gameplay, but I miss figuring things out myself and gaining a huge advantage because of it.  

    I mean the hearthstone expansion came out a couple days ago, I came up with some decks and tested them in ranked.  Even at low ranks it was about 80% fotm net decks.  By the time I got to 10 it felt like every single player copied their deck.  Like 3 days into an expansion and almost every serious player has copied their decks...wtf.

    Unfortunately I don't see any way around the spread of information.  If you make a game too complicated most of these players won't even play.  An online game with low population is no fun.



  • ceratop001ceratop001 Member RarePosts: 1,594
    Each character should be equally hard or easy depending on the game. No class should have an advantage based on skills. Skills should be practiced and perfected by the player.
     
  • DullahanDullahan Member EpicPosts: 4,536
    I think folks sometimes forget that RPGs were about a fantasy environment where your character was not subject to all of the mental and physical shortcomings of the player. That was handled by character stats. When an "RPG" becomes entirely about the player's mental acuity or dexterity, it risks becoming more of a normal game than a role playing game - at least in the traditional sense.

    (repost)


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