Thursday, April 21, 2011

When Roles Go Bad Pt. 2

Here I am for a belated part two. I apologize for taking so long but I hope it will be worth the wait. I mentioned that one issue that comes up in the role system is simply that the roles themselves can get in the way and screw things up trying to keep everything balanced. This area is a bit more subjective but can do a lot to impact fun as well as being common in video games as well as tabletop games. In essence it's a matter of things feeling overly similar, or 'samey'. IE two classes that are supposed to be different and distinct end up feeling identical in results and play.

In tabletop games I would argue this is somewhat easier to notice than it is in video games, the main reason I say this is that a video game can mask similar mechanics with graphics and thematic things that a tabletop game has to do a lot more work to conjure. Now things feeling samey is somewhat subject to interpretation and it can come from a lot of different things and have different levels of annoyance or frustration for the person working on things. Some matter more and some matter less, and I will try to address them quickly.

One area is when different classes in the same role start to feel samey, this could be due to similar mechanics or just because build information and damage output end up near identical. This can be frustrating in some regards but it isn't necessarily a major issue. In video games the mechanics, graphics, etc. can be utilized to make the differing classes seem more dissimilar while their overall output is about identical. In a tabletop game this is somewhat more obvious but it can be fairly manageable so long as the gameplay elements keep the classes feeling distinct or at least different enough so that the player doesn't wonder why there are two classes if they functionally do the same thing and are identical in most regards.

Another area has to do with different aspects of the same class, IE if there are different build options but both end up being about the same. On the one hand this can be somewhat expected, but when literally everything seems to be identical a problem crops up, the variant options seem superfluous when the end result is the same. It can make the player feel like their choice meant nothing and it can also feel like the book or supplement that the new option was put in was ultimately a waste. The way this can happen is if power choices, augmentation options etc. end up with a character functionally identical mechanically to the build of another type.

The basic problem is this, if classes feel samey, or if allegedly different options for the same class feel samey, it means that the designers screwed up. Part of the fun in a game that offers customization is making a character that feels unique, that is YOUR character, when the ability to do that is compromised the game suffers a bit. It gets worse when this sort of thing ends up being a means to nip system mastery in the bud, essentially making any abilities that improve hitting, defenses, etc. as a necessary and assumed thing, thus ensuring that there will be little to no ability to make your character 'better' than anyone else. The reason I link this as a problem the role system faces or at least tends to conjure more is that roles by nature have limits and locks on them, a healer should not be doing more damage than a straight damage dealer for example and this can lead to overreaction by designers and a fear that any customization could break the roles set up.

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