Buff characters, nerf items.

Yesterday I talked about how in recent MMOs, items play a greater role in a characters power than they have in the past, to the point that items DEFINE your character. While I believe items are indeed a very important part of the MMO formula, placing too much weight on their importance diminishes the value of each character to little more than a tier x clone.

 

In order for characters to have greater personal importance, they must also have inherent weaknesses. Risk vs Reward. Allow characters to posses greater power, but add a crutch to each choice as a balance. For example, allow a character to be attended to the element of fire. Give them greatly increased fire resistance, greater strength, an enrage ability, perhaps some purely cosmetic changes to show their fire affinity. Now along with those bonuses, lower water resistance, give them a to-hit penalty, perhaps some kind of rage feature that hinders you in some way.

 

Make such a feature important early and often in the game. Perhaps some quests rely heavily on fire resistance, making your character ideal for the quest. Another might focus on water resistance, making you unable to complete the quest without a significantly greater effort. When giving out the quest, give the player a choice, either tackle the fire side, or water side. Perhaps the quest reward could further enhance the disparity between resistance, by giving you a fire ring for the fire side, and vice versa. This theme can continue throughout the leveling process, until finally you are a godlike character around fire elements, but very weak vs water. Perhaps some raid could involve twins as a boss, one of fire, one of water. Those that are strong with fire would be tasked to deal with the fire twin, and vice versa again. This would give your character greater importance, regardless of your items.

 

That’s just one example. Now give each character five or so choices, and the likelihood of your character ending up identical to another near the end of the leveling process is greatly reduced, and gives you as the player far more choice in shaping how YOU want your character to end up.

 

To further emphasize the power of a character over just their items, the overall importance of items should be reduced. Instead of gear making up 90% of your stats, reduce this to 50%, or even less. Place greater importance on stat growth between races and classes, so that in the early game, each feels somewhat similar, and as you level your race/class combination separates you further and further from the others. For example, a hulking race vs an agile race, both played as a ‘tank’ class. In the beginning, the difference in hit points and avoidance would be minimal, yet by end-game, you have a very substantial margin for both. Now your raiding guild goes in with both tanks. Boss one hits hard, but not often, making the hulking race ideal to absorb the blows and survive, while giving the healers time to recover. Boss two hits fast, but with smaller damage. The agile race tank is now the main tank, due to his higher avoidance he is less of a drain on mana than his hulking counterpart. Each tank is unique and important to his guild, as well as being tailored to his controllers play style and preference.

 

Would this require greater balance tuning than the simple pallet swap that we have now? Of course, but how much depth is added as a result? You could re-roll the same race/class combo, yet by max level have a greatly different character, and in the end, I think that would add far more to a game than increasing the level cap or adding new zones to keep the clones happy.

Unknown's avatar

About SynCaine

Former hardcore raider turned casual gamer.
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5 Responses to Buff characters, nerf items.

  1. Unknown's avatar Simaril says:

    You really should take a look at Darkfall…

  2. SynCaine's avatar syncaine says:

    I’ve glanced over some info. As a general rule though, I try to stay away from unreleased projects for the most part. Far too much changes from announcement to release. It does look interesting from what they have released however.

  3. Nonny Mouse's avatar Nonny Mouse says:

    The problem with this is that once you hit the level cap, you’re done. Strong itemization means that you can continue to provide more room for advancement without having to add another 10 levels.

  4. There’s a lot of good idea here, but there’s some things that would need to be addressed for it to work. Firstly, if you’re not as dependent on gear, you have less reason to keep advancing after level cap, as someone above mentioned. Some reason to keep playing at cap would need to be integrated.

    Secondly, if all of these choices are the result of quest completions, it becomes more complicated to provide opportunities for respecs. Respecs are pretty important nowadays, since people don’t want to be told they have just made an irrevocable bad choice, or that they’ve gimped themselves forever. So maybe a quest that can be done that allows you to re-set your attunements,

    But once those things are squared away, I think it’s a great concept.

  5. SynCaine's avatar syncaine says:

    I think players would still go after better gear, even if it was only a 10% change in power rather than a 50% like it is now (just an example). Think about how far people are willing to go after purely cosmetic items.

    Also, people are stuck in the view that your character can only get stronger at a level up, which would limit your growth to a set number of times. LoTRO has a nice system of deeds, which can be switched in and out at will, each provided a different set of bonuses. I think thats a good start in character customization that moves away from a pure items system, like WoW uses.

    As for respecs, I think it would depend on how big a choice was made. To use WoW again, think about ‘respecing’ crafting. It a big undertaking, compared to respecing talents. Same thing would need to apply here. The bigger the impact on a character, the more difficult a change would be. This would give those choices some weight, and prevent “flavor of the week” builds from creeping up.

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