Lately the hot topic of the Star Wars: The Old Republic forums has been, not surprisingly, class balance. There’s specifically been a lot of talk about the “Trinity” system of MMOs and whether or not SW:TOR will follow the same trend or try to do something different.
For those who aren’t aware of the terminology, the “Trinity” system, or known by its more common name, “rock-paper-scissors“, is the class system of Tanks-DPS-Healers that has popularized itself in just about every MMO out there. Very rarely do you see an MMO that isn’t armed with a system of this nature to any degree. With all the little details coming out about mechanics in SW:TOR, there’s a lot of speculation about whether it’ll be used in the game and we’ll be looking at a lot of “been there, done that” or if they’ll choose to go in a completely different direction.
Quotes from Bioware have been understandably vague on the issue. James Ohlen from the studio says:
“We just want to take the MMO combat and make it much more fast-paced, and make it feel much more action-packed.
And it’s really simple decisions, like fighting more than one guy, having a lot more animations in combat, having things like combat music being a big part of it.
There’s all these subtle things that as you layer on to combat it becomes what you saw in the demo in there.
It’s not revolutionary, it’s just a whole bunch of evolutions that have brought us to that point”
and also this tidbit:
“MMOs are very slow-paced, it’s you versus one enemy, and you hit him fifteen times until he dies. That’s something we’ve consciously moved away from in Star Wars: The Old Republic.
You’re fighting against multiple enemies, the action is fast-paced, there’s a lot more animations going on.
We’ve gone out of our way, we hired a combat designer who had a huge amount of experience with fighting games, who really knows the secrets of making your combat abilities really feel powerful.”
That’s something I think has really been missing from the MMO genre: Combat has always felt like an MMO, not like other games.”
Now the MMO community that’s been following the game has obviously cut loose with a slew of positive and negative postings considering what could possibly be making up the class system in the game. Some, already experiencing the post-release angst of “zomg that class is OP”, are quick to decry having to go through the same pain that they have gone through in countless MMOs. Others are idealistic and hopeful that the system will be innovative and fresh, “because this time, it’ll be different!”.
Honestly, guys and gals, I don’t think we should be too concerned about what system exists for classes in this upcoming MMO, and it’s not worth all the bellyaching and butterflies people are getting. When you see a class like the Smuggler and the immediate reaction of some people is sweaty-faced nightmares of being DPS’d from 100 to 0 in WoW, you know you’ve got people who are in need of a bit of a relaxation session (or a session playing with a rogue, take your pick). Not to mention there’s already rampant talk about which class fits in what archetype in the Trinity system (or not), with a whole metric ton of how the various classes are going to interact with one another. As is the custom with forums, discussion and debate turned into heated jabs which has turned into outright chest-puffing and e-peening.
What people should learn is to not sweat all the small stuff about whether Star Wars: The Old Republic will have a Trinity, a rock-paper-scissors, a Parallelogram, or whatever other clever analogy people can come up with. At the end of the day, the fun you have in an MMO is not necessarily attached to what class or archetype or box you fit in, but how that toon plays for you. Gameplay trumps archetypes and roles, every time. It’s why you have different flavors of DPS (ranged and melee), or you have games like Warhammer Online that try to blend traditional roles (as with the Warrior Priest and Disciple, melee healers).
A Trinity or a non-Trinity system – either way, if the gameplay doesn’t jive, the controls feel wonky, the class has you taking a constant dirt nap, and the mechanics were written by monkeys, you’re not going to enjoy it. Variety, specialization, and filling a role honestly should come second to answering the age old question “is it fun?” or “is it engaging?”. Even if Bioware decides to include a traditional system, it will be the feel, the play, the nuts and bolts, that will make the classes fun, not whether they choose to innovate on an entire class system.
So relax, class balance debaters – put down those Trinity or non-Trinity banners and pick up some popcorn instead. There are 5 more classes yet to be revealed, and the combat mechanics are the real meat and potatoes of things, not whether you will ultimately play the role blamed for “not holding aggro”, “not doing enough dps”, or “zomg healz are sucking”. There’s plenty of time for that for beta, you know.