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I've played Everquest and WoW(also some other mmorpgs) and the class types are pretty much the same-> the standard healer, tank, damage-dealer. Now, I've played them completely out now so that such a structure I no longer see really as appealling or holds the same kind of appeal.
With the mmorpg market being saturated with these fantasy games, and these rehashed class stereotypes- will other people also get bored of them? And, what can replace them in the same kind of appealling way? How can grouping still be a viable gameplay choice any longer without the same rehashes of classes?
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You have some good concerns. All in all though, I think the class stereotypes aren't so much the issue.
The reason they get used over and over so often is due to them being based lightly on common archetypes that people really resonate with. A lot of people dream of being the dashing hero of the old stories, the caretaker they always return to, the wise one winning on wits... I think it just get's rehashed cause it goes back so far in stories. No one seems to get tired of Shakespearean stories no matter how easy it is to name the play when a new movie rips it off. What it really boils down to is using those archetypes in such a way that people still find the way to relate to them. People are infatuated with fantasy games right now, but it might not be that way later. Who knows when sci fi, dystopian, or steam punk suddenly gets noticed. Just have to keep up with the shifting opinions of the greater masses to keep making money. There will always be a healer whether they are called a cleric, medic, or field surgeon I think.
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"Big surprise... there was no protection by this urban light..."
So you should give Spellborn a try, when it gets released!
www.stratics.com/content/portals/spellborn/content/articles/npc-preview.php#Attack
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www.tcos.com/en/gameworld/
seems to be a refreshing alternativ to many other MMORPGS out there!
1997 Meridian 59 'til 2019 ESO
Waiting for Camelot Unchained & Pantheon
I'm already bored of them. I find the typical Tank+Healer+DPS "holy trinity" to be very frustrating restrictive; I utterly hate not being able to experience content when I want to because I can't get together a group of exactly the right classes.
I also hate that for example, Tanks pay for their ability to take lots of damage by being useless in all other aspects; and Healers pay for their ability to heal by being useless at dealing damage.
I've never been a fan of the 5-10-25-whatever man instances that modern MMO's are so fond of; I like instances that scale; (one of the few things that Tabula Rasa does right). In TR, the difficulty of the dungeon depends on the number of people in the group that enters it, so I can solo it (if i want to and am careful) or group with a few other people (of any class) for a more hectic experience.
In skill based games you were given a set number of skill points and you'd spend those points picking up the skills you desired. You could be the main tank and main healer at the same time. Typically they'd let you be 2 professions and a little bit of a 3rd.
"The liberties and resulting economic prosperity that YOU take for granted were granted by those "dead guys"
Not to derail your thread, but have you seen that Dungeons & Dragons v4.0 is supposed to be using the "holy trinity of MMOs" model?! Taking perhaps THE most hated aspect of grouping MMOs [ie NEEDING at least one of each of the three to have a viable group] and putting as the basis of a PnP game - I'm already putting this as my "Stupid move of the Year" for 2008!
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Etwynn- that sounds just the same old archetypes? again.
Thank you to the poster pointing out spellborn- will look at that.
Skill-based games- its possible that could be appealling if it was sufficiently diverse enough.