Why I believe class based systems are more interesting for MMO’s.

Massive Multiplayer Online Role Playing Games (MMORPG) are an incredibly popular genre of video games. The most popular game in the genre is World of Warcraft, which has more than 10 million subscribers. In this essay, I will argue that class based systems are more interesting for MMORPGs because it creates a unique set of challenges and opportunities to explore as players progress through the game.

Class based systems are more interesting in my opinion because they allow for a variety of different types of players to be able to participate.

Recently, several MMORPGs have released systems in which everyone plays “guy who can do anything.” While I believe there are advantages to this, and I have no objection to individuals enjoying this kind of gameplay, I feel class-based systems are preferable. Here are a few reasons why I believe that, particularly ones that I feel some people don’t consider.

  • Uniqueness is created. In my view, when everyone is playing a hero who can transform into anything they want, it takes away the beauty and wonder of being distinct or unique. There’s nothing distinguishing you from other characters save the weapon you’re wielding and, in certain instances, the “talents” you possess. Classes allow players to differentiate themselves from one another. To feel good about themselves when they’re summoned to a quest or dungeon because their class is required for something they can offer.

  • PVP. PVP scenarios are more difficult to balance when there are no classes. When you meet opponents in a game with classes, you will immediately get information such as “hey, that guy is a priest, so I can prepare my attack.” In a game without classes, however, this impression does not exist when it comes to PVP. That person might be a mage, priest, archer, warrior, rogue, or heck, I have no idea. I’ll probably have to wait till he uses abilities on me unless it’s apparent in some other way. You may also use classes to build weaknesses and strengths that interact with other classes, prompting strategy and thinking.

  • It’s worth replaying. It’s as easy as that. Having classes adds replay value. “ALT-ing” is something that a lot of people, including me, love doing. For example, I’ve completed classic World of Warcraft on every single class. I kept coming back because I liked how distinct and unique each class felt, so I had a purpose to devote so much more time to the game I loved. Is there ever a purpose to play more than one character in a game without classes?

  • Competitiveness. There is a feeling of competition between courses, or even within your own, when you have them. Many of us want to be the “best” in whatever game we’re playing. It doesn’t matter whether you’re the greatest priest, fighter, or paladin. “Hey, I know Jack34, that guy is an INSANE warrior,” someone may remark.

  • Balance. To be honest, I’m not getting into too much detail here, but let’s face it, it’s a lot simpler to balance a game when you can limit classes to wearing armor, weapons, and so on. In my view, when a character has complete control over everything and can do anything they want, it causes balance nightmares.

  • Socialness. To be honest, classrooms serve as social centers. Guilds, forums, and clubs are places where people may talk about their classes, which can lead to excellent friendships and constructive debate.

For the time being, that’s all that comes to mind, although I’ve always liked MMOs that offered a variety of classes rather than the same old “can do anything hero.” I never felt like I was one of a kind, and I was never emotionally invested in my persona.

What are your thoughts on this?

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Class based systems are more interesting for MMO’s because they allow players to create their own unique character that has a unique story. The class system also allows players to experience the game in different ways, which is important for an MMO. Reference: mmorpg with job system.

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