Why Classes Are D&D's Best Idea

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  • Опубликовано: 27 сен 2024
  • Support the channel on Patreon!: / architectofgames
    Follow me on twitter!: / thefearalcarrot
    Check out Maggie Mae Fish!: / maggiemaefish
    Dungeons and Dragons has been around for years, and in its many years of influence, D&D has inspired a countless number of videogames. Experience points, a bunch of classic monsters, dungeons, and yes, even dragons as videogame staples can ultimately be traced back to the venerable king of roleplaying games - but there's one idea D&D popularized that doesn't get anywhere near enough credit. And that, is classes.
    Yep, everything from warlocks to warriors ultimately draw influence from a couple of very clever ideas the creators of D&D had way back in the 1970s - but why are classes so influential? In an attempt to find out why, The Architect has donned a sword, staff, bow and a whole host of other cliche articles of classy clothing in an effort to find out once and for all why both developers and players love classes as a mechanic so damn much.
    You Saw:
    Baldur's Gate 3 - EARLY ACCESS
    Stranger Things - 2016
    Wizardry 1 SNES - 1980
    XCOM 2 - 2016
    Final Fantasy 3 - 1990
    Darkest Dungeon - 2016
    Overwatch - 2016 (yes I am refusing to note overwatch 2 as a seperate game out of spite thank you for asking)
    Among Us - 2018
    Paper Mario 2 The Thousand Year Door - 2004
    Super Paper Mario - 2007
    Moonbreaker - 2022
    Warcraft 3 - 2002
    World of Warcraft - 2004
    Guild Wars 2 - 2012
    Lost Ark - 2019
    New World - 2021
    Final Fantasy 14 - 2010
    Runescape - 2001
    Perfect Heist 2 - 2021
    Final Fantasy 7 Remake - 2020
    Xenoblade 3 - 2022
    Dark Souls - 2012
    Elden Ring - 2022
    Skyrim - 2011
    Path of Exile - 2013
    Fire Emblem: Three Houses - 2019
    Dota 2 - 2013
    Dome Keeper - 2022
    Gears Tactics - 2020
    Space Engineers - 2013
    Deep Rock Galactic - 2020
    Invisible Inc - 2015
    Into The Breach - 2018
    Foxhole - 2022
    Battle Brothers - 2015
    Symphony of War: The Nephilim Saga - 2022
    XCOM: Enemy Unknown - 2012
    The Binding of Isaac - 2014
    Risk of Rain 2 - 2019
    Gunfire Reborn - 2020
    Grim Dawn - 2016
    Titan Quest - 2006
    Dragon Age Origins - 2009
    Before Your Eyes - 2021
    Fallout New Vegas - 2010
    Terraria - 2011
    Magic The Gathering Arena - 2018
    Sid Meir's Civilization 6 - 2016
    Cybperpunk 2077 - 2021
    Prodeus - 2022

Комментарии • 738

  • @ArchitectofGames
    @ArchitectofGames  Год назад +247

    Why am I playing a warlock in the baldur's gate 3 footage? Because much like them, I too am beholden to the fel whims of my patr(e)on: www.patreon.com/ArchitectofGames
    Demons ain't got nothing on twitter dot com, flee fools before you take psychic damage you can't come back from!: twitter.com/Thefearalcarrot

    • @vinverita
      @vinverita Год назад +2

      Audience are GOO, not fey.
      Played in a campaign as Dora the Explorer, GOO warlock, who bent to the wills of her master, the audience

    • @mrosskne
      @mrosskne Год назад +2

      Stop playing d&d.

    • @GregHuffman1987
      @GregHuffman1987 Год назад

      Maggie Mae Fish is so tied to politically infused takes that literally every example you gqve included it. I think thats kind of the lowest form of content creator. Politics isnt intrinsically a bad subject but she is telling you what to believe (leftist of course)

  • @Herptroid
    @Herptroid Год назад +107

    ah yes finally a video on class struggle

    • @IvanZaguzin-b2b
      @IvanZaguzin-b2b Год назад +3

      *sniffles*
      Marxist! Marxist!

    • @bazookaman1353
      @bazookaman1353 Год назад +2

      I personally prefer the race talk.

    • @rykehuss3435
      @rykehuss3435 Год назад

      @@bazookaman1353 everyone knows humans are the superior race

    • @IgorNV
      @IgorNV 8 месяцев назад

      @@bazookaman1353 Of course you do lmao

  • @lunasophia9002
    @lunasophia9002 Год назад +439

    Classes exist in D&D because Gary and Dave were trying to make it feel like you were playing a character in the fantasy novels they read at the time. I think the narrative basis of D&D is an important part of the context for its classes, and provides another perspective to consider when discussing them. Classes interact with the narrative in different ways. Gandalf's a wizard (yes, I know, I'm simplifying), Bilbo's a rogue, the dwarves are comic re--er, fighters, Aragorn's a ranger, Legolas is why old D&D has Elf as a class, and so on. As a *roleplaying* game, if you're Gandalf, you're going to think about problems differently to a hobbit who wants to go home, smoke a pipe, and have some (more) food. These different fantasies (here talking about the characters, not the stories per se) guided the mechanical design of the classes, and impacts creating characters today. Or maybe that's just me, since I prefer tabletop D&D or video games very close to it in lineage (like Wizardry, which you showed in the video, yay!).

    • @rickpgriffin
      @rickpgriffin Год назад +51

      I'm pretty sure it also arose as an artifact of war gaming. In war games, different units have different abilities and strengths because not all units can be trained or equipped to do everything. And it's that division of abilities that allow for interesting play experiences, rather than every unit capable of everything, or having to spec every unit individually

    • @Jokervision744
      @Jokervision744 Год назад +10

      @@rickpgriffin There are different jobs and "classes" right away when you step outside of your house... Even inside your house are jobs and classes present, some fit for others more and some don't... I don't think you can say its because of D&D that we have wizards, or swords...

    • @futhington
      @futhington Год назад +30

      Yeah this is really the key to me, a class is a package of mechanics and flavour intertwined. It's not just a bunch of different rules and numbers arranged together but also a discrete place in the world that you have and no other class does. Adam makes mention of this but doesn't focus too much on it when IMO it's very important to what makes a class system appealing.

    • @colbyboucher6391
      @colbyboucher6391 Год назад +9

      @@Jokervision744 Yet D&D was the first to implement the concept, and the first to use "character stats" in general.

    • @mrosskne
      @mrosskne Год назад +3

      Classes interact with the narrative in different ways : Casters get to interact with it, martials don't.

  • @RocketSlug
    @RocketSlug Год назад +798

    I think one other important aspect of class systems adjacent to tutorialization is that different classes can test different skill sets. I don't have the best mechanics, so being the fastest or most accurate clicker isn't really my thing. But I love tank and support classes because instead of dexterity they test my ability to assess the battlefield and control the flow. I am tested in my understanding of threat assessment, resource management, and target prioritization which are just as rewarding to me

    • @toastiexists1990
      @toastiexists1990 Год назад +58

      excellent point tbh, i almost always gravitate towards characters/classes with lots of disruption and movement techniques (lucio and ball in overwatch, lee sin and leona in league, etc.) because i'll probably never have the apm of a person with 3000 hours and thirty red bulls in their bloodstream, but i'll always have my mass of game knowledge and little techs that most people will have knowledge of

    • @ethandowler4669
      @ethandowler4669 Год назад +12

      THIS ^ so much. I also struggle with agility-based characters in real-time games…

    • @cpazmatikus3752
      @cpazmatikus3752 Год назад +1

      Most class systems, as they develop, begin to add many new classes, which leads to an unexpected imbalance. Or all classes are made the same so that each player can feel like a full-fledged participant, and not a substitute for a first aid kit.

    • @KermRiv
      @KermRiv Год назад +2

      @@toastiexists1990 That's why i became a Caitlin main in league. Her attack speed is terrible early game but her range allows her to be an excellent counter puncher. Her kit is made for baiting your enemy into mistakes.

  • @rookbranwen8047
    @rookbranwen8047 Год назад +46

    In a way classes also exist in fighting games as character archetypes, the most familiar of these being grappler, rushdown, and zoner.

    • @xavibun
      @xavibun Год назад +8

      And they all have different win conditions despite all of them intending to get the opponent's HP to 0

    • @Alche_mist
      @Alche_mist Год назад +4

      And the same happens in other cases of gameplay roles, for example, competitive Pokémon battling. Again, all-out attacker works differently than setup sweeper, support, wallbreaker or the wall itself.

    • @cpazmatikus3752
      @cpazmatikus3752 Год назад +1

      These are not classes, but just roles in combat.

  • @MattMurphyMusicTeacher
    @MattMurphyMusicTeacher Год назад +58

    I don’t know long it took to photoshop the Guy Fieri version of a DnD box, but it was worth every second.

    • @Snidbert
      @Snidbert Год назад +3

      it's an old meme, and i'm 99% sure adam isn't the guy who made it

  • @theprofessionalfence-sitter
    @theprofessionalfence-sitter Год назад +22

    On the other hand, I feel that, especially in action focussed games where one controls only (or primarily) one character, classes can often dull out the gameplay, encouraging you to just use the same powers over and over again, or idly standing by and waiting for other characters to do their job, because you don't have anything useful for the current situation.
    Also, class specific dialogue can be a double-edged sword, especially in games where things other than combat take up a large role: some players might want to choose a specific class because they prefer the associated gameplay but could then be forced into making narrative choices they don't like. This issue could be fixed, though, by having players choose two classes, one for combat and one for dialogue skills (perhaps diplomat, preacher, snake oil salesman, or bouncer?).

    • @theprofessionalfence-sitter
      @theprofessionalfence-sitter Год назад +8

      I feel like too often the 'standard class system' also makes its way into the story, like how a lot of RPGs love making your party grumpy old man, the tank, mysterious bloke, the rogue, and smart guy, the wizard. Even worse, if that also makes its way into the world building and you end up with the race or planet of the punchy people, the back stabbers, and the technology and/or magic people (depending on whether you're doing sci-fi or fantasy).

    • @jltheking3
      @jltheking3 Год назад +5

      This problem is not exclusive to games with classes. If you are faced with a situation where you are idling and there is nothing for your character to do, then that is the fault of the game’s design rather than the class system itself. The very same problem can occur even in a class-less game.
      For instance, if you spec your character to do fire damage in an RPG but you face enemies immune to fire. A well designed game should still provide means for you to affect and interact with these enemies even with these disadvantages rather than lock you out completely. A well designed class toolkit should never put you in that situation.

    • @jltheking3
      @jltheking3 Год назад +2

      RE: dialogue
      I’ve never played a game that ever had that problem. Most games provide a suite of default dialogue responses that one can give, which classes providing an additional dialogue option unique to them. You are never forced to make a narrative choice based on your class.
      Do you have an example of where this happens?

    • @theprofessionalfence-sitter
      @theprofessionalfence-sitter Год назад +2

      @@jltheking3 You are right that that problem can also exist in games without classes, but the difference is that without classes, it is generally possible to build a character flexible enough to deal with every situation, whereas class systems tend to actively discourage, if not outright prevent this.
      Regarding dialogue, it is indeed rare that different classes get too different dialogue (though it is quite common to have one class that is good at dialogue but bad at everything else). The first example that comes to my mind would be Vampire the Masquerade: Bloodlines, where various classes have a bonus to different speech skills (or might even be locked out of certain speech skills).

    • @jltheking3
      @jltheking3 Год назад +5

      ​@@theprofessionalfence-sitter "without classes, it is generally possible to build a character flexible enough to deal with every situation, whereas class systems tend to actively discourage, if not outright prevent this."
      The reason why this is the case is because most class-based systems are cooperative in nature and the design intentionally encourages you to engage in teamwork to cover up for each other's weaknesses. This is a good thing. A game where it is possible to do everything all at once is a game with low replayability and low strategic value. The power fantasy gets dull very quick.
      RE: Social-based classes.
      For an RPG, you are right in that this is absolutely a problem. I have played games of D&D where whenever there is a social situation, only the class with the highest charisma ends up talking because we want that guy to be the on rolling for ability checks, and this in effect locks out the rest of the social pillar of the game for the rest of the group.
      This is just an example of bad game design. In a social game where the primary means of engaging with the game is to talk, talking should not be a statistic in which some only some PCs are allowed to be good at.

  • @vladimirgoryachev4570
    @vladimirgoryachev4570 Год назад +175

    As a person who dislikes classes (and most other types of precommitments), I found this video genuinely helpful to understand why classes are so prominent and well-liked by other people. Thank you very much!

    • @jltheking3
      @jltheking3 Год назад +33

      Often, the issue of pre-commitments can be mitigated by allowing some form of character respec in the middle of a playthrough.
      Alternatively, it is increasingly fashionable nowadays to port the mechanics of class into equipment, and removing player statistics. That way one can change their equipment and thus playstyle in the middle of a playthrough and have all the benefits of classes without commitment.

    • @XMaster340
      @XMaster340 Год назад +16

      I think classes are DnDs weakest aspect. Classes completely change the way you have to build your character. In a class based pen and paper you can't build the character you want. Instead, you look at the classes and come up with intersting character concepts that fit the class. Whereas in classles systems you can build any character as closely as possible with the tools that the system offers.
      But this video explained really well what people like about them.

    • @jltheking3
      @jltheking3 Год назад +20

      @@XMaster340 I think you're thinking about it the wrong way. When I build a D&D character I always start with a character concept first and foremost, then pick character options (including class) that most fit that character concept. I can reflavor any mechanics to fit the vision I have of that character.
      This is made even easier in a game like Pathfinder (both 1e and 2e) where there is a bounty of character options (there are over 20 classes in pf2e) available to build exactly the character I want.
      Most modern games today also provide a means for you to build your character out of multiple classes. D&D has multiclassing. There may also be feats or items available that let you borrow the features of another class. When a game locks you out of accessing something from another class, it is usually for balance reasons.

    • @XMaster340
      @XMaster340 Год назад +18

      @@jltheking3 That might be the case for you if you've never played classless systems. Because then you naturally only come up with character concepts that fit said class system and don't even consider other options.
      For example, one of my characters was a wandering monk, who traveled the lands with his carriage and his swarm of bees. He would earn a living by selling medicine and tinctures and by blessing people's homes. He had a short-sword for self defense, but in combat, he was pretty much useless.
      Sure, you could shoehorn this character into a cleric, or artificer or bard. But none of those fit the original character concept all too well. You end up with lots of skills and abilities that have nothing to do with your original vision and the core mechanics are only halfway there.

    • @thecreator625
      @thecreator625 Год назад +12

      @@jltheking3 Pathfinder's abundance of classes and the poor balancing thereof are a symptom of the issues that class based systems generally have. And Pathfinder is incredibly restrictive in regards to what your character can do outside of combat.
      I've not touched 2EPF, but I played 1E for years and still do sometimes.
      And honestly, from what I have seen of 2E, while it looks decent enough, it definitely has its own set of problems that won't make it any better than 1E overall.
      Nevermind that Paizo has proven in recent years they're not a company worth supporting. Same as Wizards of the Coast.
      Admit it. You know that the majority of archetypes in Pathfinder are useless, there is literally no reason to pick Rogue or Ranger over Slayer or Hunter (unless you run Unchained, in which case Rogue has some justification) and the popularity of multiclassing further proves that classes are excessively restrictive to the point it becomes impossible to play certain types of character within the box of a single class.
      Let me put it this way. It is much easier to play anything in a classless system than it is in a class based system, but it is also very easy to emulate classes in a classless system if you wish to do so. You literally do not lose anything other than a pre-built box in a classless system - and in a well-built classless system, it should still give you an idea of how you can play your classic classes or something else entirely without much trouble.
      Of course, certain restrictions are necessary for character building, else you'll end up with something like Skyrim. You still need to be capped in a classless system in one way or another. Everything you gain must come at the opportunity cost of everything you didn't gain. And this is actually much easier to achieve in a classless system.

  • @MehnixIsThatGuy
    @MehnixIsThatGuy Год назад +18

    TL;DW: Classes are the limitation that breeds creativity.

    • @AnotherDuck
      @AnotherDuck Год назад +7

      As long as they're not too restrictive. You need enough flexibility within the classes.

    • @cpazmatikus3752
      @cpazmatikus3752 Год назад +2

      Classes are a lazy restriction from game developers. In 99% of cases, the mechanics of classes are broken.

    • @AnotherDuck
      @AnotherDuck Год назад +1

      @@cpazmatikus3752 In 76.3% of cases, percentages above 95% means the person doesn't know what percentages actually mean and their opinion can safely be discarded as exaggeration because they don't believe in their own argument if stated truthfully..

    • @cpazmatikus3752
      @cpazmatikus3752 Год назад +3

      @@AnotherDuck For example. In DnD, caster classes are much more useful than non-casters. A wizard is more useful in battles than a warrior class.
      It ruins the whole point of the video.

    • @AnotherDuck
      @AnotherDuck Год назад +5

      @@cpazmatikus3752 So the DM don't allow them to get a proper night's sleep, so they don't get to refresh their spells, and now they're not nearly as powerful as before.
      How well do raids in your standard MMORPG work if you only bring a single class? Or a single build in a classless game?

  • @typemasters2871
    @typemasters2871 Год назад +162

    A possible follow-up video you could do would be on weapon classes, where the movement and health other similar stats stay the same but what changes is the weapon of choice.
    How weapons are balanced, how some weapons become more popular to use that others, how some players pick less popular weapons to either challenge themselves or because they enjoy said weapon or because the weapon is the best fit to their chosen play style.

    • @mrosskne
      @mrosskne Год назад +2

      christ I've never seen a comment miss the point of RPGs harder than this

    • @AnotherDuck
      @AnotherDuck Год назад +2

      @@mrosskne Are you responding to a deleted comment?

    • @mrosskne
      @mrosskne Год назад +1

      @@AnotherDuck You wrote an entire paragraph about miniscule changes to weapons that don't matter.

    • @AnotherDuck
      @AnotherDuck Год назад

      @@mrosskne I saw some other comments you wrote. You're just a troll, and you can't read.

    • @nevisysbryd7450
      @nevisysbryd7450 Год назад +22

      @@mrosskne Aside from being hyper-aggressive, _you_ missed the point. Weapons in some games have drastically different movesets and thus interactions with the game, such as the Soulsbourne games. Choices in weapon define a role and playstyle long-term much more in the manner of a class in those games than the actual classes do.

  • @sanfransiscon
    @sanfransiscon Год назад +18

    I do think Skyrim tries to set up starting classes with its races, but only a select few of those racial bonuses or powers are actually useful for a particular build.
    The reason why a stealth archer is so common is because it interacts with the most systems. Melee fighters forgo distance and positioning, and pure mages can't use stealth.

    • @AlHyckGaemsTAD
      @AlHyckGaemsTAD Год назад +5

      I'm going to disagree here only insofar as Archers are the only early game class which interacts with the most systems. I think though melee suffers at distance no matter what positioning and stealth become viable for both warriors and mages if you level them up enough.
      But yeah, in the early game Archers are the only class with the most viability.

  • @bagfootbandit8745
    @bagfootbandit8745 Год назад +14

    I'd argue that classes are a reflection of how we categorize people in real life (as far as strengths and weaknesses) and how useful and beneficial it can be to do so. Ofc, this is more in service to achieving goals than it is an excuse to treat people "like damn clerics," lel.

  • @PVS3
    @PVS3 Год назад +12

    Classes also help COMMUNICATE to players what to expect from each other, from NPCs, enemies, etc.
    "He's a barbarian" or "She's a sorcerer" gives 80% of the relevant info to understand the strategic impact on a team or in an opponent.

    • @cpazmatikus3752
      @cpazmatikus3752 6 месяцев назад

      Is he a warrior? We don't take him on a raid. Today is a different meta.

  • @pootissandvichhere9135
    @pootissandvichhere9135 Год назад +10

    TF2 does this well.
    Scout is a single target burst damager who can move really fast and double jump. They can whittle down enemy forces and take the objective with ease, even pushing carts twice as fast as other classes. He is however, described as a stick figure with legs, one good hit from a heavy damage weapon and he’s dead.
    Pyros can light enemy spies on fire to make them easier to track, can deal massive burst damage with a DOT afterburn, and their air blast can turn enemy projectiles against the enemy team
    Snipers and spies have abilities to instakill enemies by effectively doing more damage than any max overheal, but neither are good at head to head fights. Sniper also has to charge up for the extra damage while spies need to get behind enemy lines undetected to wreak havoc and fool players, one bad mistake with a disguise or bumping into a player while invisible? You’re dead.
    Engineers can create teleporters, sentries, and dispensers to move allies quicker, create powerful area denial, and keep the team.
    Medics can overheal classes to let them take much more punishment in one burst alongside regular healing, and their Ubercharge creates a powerful buff effect from invincibility, guaranteed crits, etc, but he is utterly useless in a fight
    Soldiers and demomen have powerful splash damage attacks, but they can hurt themselves against close up targets. Demoman also tends to not pay attention when setting up stickies, giving spies a good chance for a kill. Pyros can deflect their projectiles to make their attacks hit friends!
    Heavies have so much health that they a sniper or spy is needed to deal with one quickly, and good tracking with a mini gun pumps out massive damage! But the scout can easily throw it off and bash their head in with a bat too!
    Each class is ridiculously powerful in its own way, but have glaring flaws that others can take advantage of. Everyone is powerful in some way, but some abilities might not be good for the situation, or might make it worse! This is the crux of gameplay. Which class is good for the current situation.
    Edited in the rest of the classes

  • @alastairvanmaren5243
    @alastairvanmaren5243 Год назад +49

    Anyone who has worked creatively likely knows the restrictions breed creativity, rather than suppressing it. They limit the potential space you have to consider and take into account when making decisions, which leaves you free to combine the tools at your disposal in interesting ways that are likely unique to your situation. When the possibility-space for the next word in a poem is the entire English language, it is somewhat paradoxically significantly more difficult to find the right word. But when the possibility-space is limited to "words that rhyme with X" it is far easier to find the word you need.

    • @vladprus4019
      @vladprus4019 Год назад +5

      Oh yes, the paradox of choice

    • @mrosskne
      @mrosskne Год назад +4

      Unfortunately, in practice, systems without classes lead to far more creativity. So your argument, while sounding plausible, is not based on anything substantial.

    • @NerdKing2nd
      @NerdKing2nd Год назад +1

      @@mrosskne Its based on how different people respond to unlimited options some find it freeing but others can find themselves paralyzed by indecision when they are given to many options to choices to choose from. Its why when writing a book most authors will write an outline of what they want the book to be before filling in the details they deliberately limit there choice to help the store they are writing flow how they want it to.

    • @TGFlashera
      @TGFlashera Год назад +1

      Yes and no. D&D in particular uses some very... specific spells. Mirror Image, for instance, only really does the clones that take hits for you, you can't make a fake chair or have the Mirror Image walk off for you, it copies your movements. Yes, you can take those spells, but then you have to take up your prepared spell list. If D&D's mechanics were more flexible, then you'd probably be more correct.

  • @bennettpalmer1741
    @bennettpalmer1741 Год назад +27

    I think, hilariously enough, classes work far worse in d&d than they do in most video game examples.
    Classes, or class adjacent systems, work well in two situations: either there are thematic reasons to be limited in your options, like if you're playing as an existing character and thus it's important thematically to play into their pre-existing skillset, or you're playing a style of game where you're incentivized to win at all costs, and the classes are needed to prevent everyone from making the same generic "best" build. In a lot of video games, like League of Legends or Overwatch, these two situations both occur.
    But in D&D, neither of these things are the case. Very few people are trying to "win" d&d by creating the absolute optimal character, and aside from some exceptions like needing some type of bloodline to become a sorcerer, there aren't really any great lore justifications for barring certain abilities from certain characters. And with d&d being so roleplay focused, classes cause a lot of issues, where a character would naturally want to learn a particular skillset, but because it's just not in their predefined class progression, they just can't do so, with no in universe justification for why this is the case.
    Like, imagine a wizard has a bunch of near-death experiences, so they ask the fighter to teach them to wear heavy armor so they're less vulnerable. This seems perfectly plausible, and could be really interesting from a roleplay perspective, but it's simply impossible to do. Or, even more often in my experience, the opposite comes into play. You might want to play a fighter who has spent their whole life studying the blade, to the exclusion of all other weapons, but guess what? If he finds himself in a situation where his enemies are far away from him, rather than this becoming an interesting moment where the character realizes he's made a mistake in over specializing, he can just pick up a bow or crossbow and be almost as good with it as he is with his sword, because that's just how the fighter class works.
    The problem with classes, especially as portrayed in games like d&d, is that while they work great mechanically, they simply don't make any sense from a storytelling perspective. This is fine in many video games, where the storytelling is secondary or even completely absent, but in ttrpgs, classes do a lot to hinder the storytelling by forcing character progression to only ever go a specific way, regardless of whether that makes any sense or fits with the narrative being told.

    • @sevencats4964
      @sevencats4964 Год назад +3

      with the wizard example, you could take a feat or talk to the dm about letting you have that proficiency anyway, but yeah i suppose the only way to play an overspecialized fighter is to just decide those proficiencies don't apply to your character and ignore them, which isn't great

    • @JB-gj8pu
      @JB-gj8pu Год назад +2

      I was under the impression that meta-gaming to build the most optimal character is the whole point of D&D.
      It's why WoTC is able to sell so many books and supplements.

    • @nevisysbryd7450
      @nevisysbryd7450 Год назад

      ​@@JB-gj8pu It is a major point to a subset of the playerbase. The vast majority of players optimize moderately at most, and a significant amount of the playerbase dislikes or despises the optimization side. Optimizing in D&D is not the appeal for most as much as necessary to be useful at all because suboptimal build choices handicap you at engaging with the game and also imposes that cost onto the play group.

    • @ianhruday9584
      @ianhruday9584 Год назад +2

      ​@@JB-gj8puthere's different kinds of optimizing. As a character, you will naturally want to get stronger and focus on things that will do this for you, leading you to optimize. But you can also optimize in ways that make the game boring or ruin the fun for everyone, especially in older versions of a game with supplements that interact unpredictably.
      Many 5e supplements have avoided the problem of unbalanced classes by introducing 1 gazillion different types of player races which are superficially different. They partially avoid the problem of bad optimization by making your game World incoherent.

  • @ToxicBastard
    @ToxicBastard Год назад +27

    I always like flexible classes in games, like how in Xcom you can make the Assault a shotgun flanker dps beast or a rifleman who is hard to hit and can consistently stay the distance. Or in TF2; Spy is always going to be a sneaky sabotage guy who takes enemies by surprise, but you can change him a little to your liking, being patient and illusive, going for chain kills, being independent of healing items or using your gun as an assassination tool instead of a way to make pursuers bugger off.

  • @votch2798
    @votch2798 Год назад +3

    You overlooked the fact that classes are transferable across games. If I enjoy playing a tank in League of Legends, I might enjoy playing a tank in Guild Wars 2 as well.

  • @cheese96764
    @cheese96764 Год назад +6

    I think the idea of class exists in real world as well with the economic concept of specialisation, it is more efficient to focus resources into doing one specific thing instead of spreading over trying to do all things at once, and we gamers sure love efficiency. That's why class is such a staple in video game because most of the time it is just the most effective way to play games, in addition to other benefits mentioned in the video.

    • @ruolbu
      @ruolbu Год назад +1

      Especially in multiplayer games, people will strategize their group efforts until they optimised themselves into separate classes.

    • @mrosskne
      @mrosskne Год назад +1

      "Exists in real life" is not a good reason to include something in your game.

    • @ruolbu
      @ruolbu Год назад +1

      @@mrosskne Is that what he claimed? It's not about being realistic but about being efficient and intuitive.

    • @mrosskne
      @mrosskne Год назад +1

      @@ruolbu And classes are neither efficient nor intuitive. Thanks for finally catching up to the rest of us.

    • @ruolbu
      @ruolbu Год назад +3

      @@mrosskne Division of labour and specialisation are common practice in many fields, multiplayer games included. Being able to focus on one task enables higher effiency compared to switching frequently.
      Other than that, people have different preferences for tasks, which makes it intuitive to specialise into one direction.
      What makes you believe that the opposite is true, please give some example.

  • @cavemaneca
    @cavemaneca Год назад +22

    I'm kinda surprised you didn't mention games like Slay the Spire or the more recent Backpack Hero with how they offer a unique play experience based on character choice.

  • @theforgottenranger
    @theforgottenranger Год назад +7

    Actually for 5e, ranged fighters significantly out damage melee fighters when optimized

    • @youcantbeatk7006
      @youcantbeatk7006 Год назад +3

      Hell, any mid or high level spellcaster out tanks, damages, supports, and utilities any nonspellcaster.

  • @gabrielrussell5531
    @gabrielrussell5531 Год назад +3

    9:38 I appreciate that you omitted the Sorcerer for basically being "Wizard but bad and inbred". (It really should have just been a Wizard sub)

    • @unluckystaravia2352
      @unluckystaravia2352 Год назад +2

      My understanding of sorcerers in d&d is that unlike wizards who learned magic through study sourcers inherited their magic and often have trouble controlling it
      It's a really interesting concept but when making characters they don't feel all to different from what I've played, at least in 5th edition they have a very similar spell list and don't feel too different besides sorcery points

    • @brianlinden3042
      @brianlinden3042 Год назад

      Hey, at least it's better than Warlock, which is "I wanted to play a Sorcerer, but with the backstory of an evil cleric."

  • @Ryoki92
    @Ryoki92 Год назад +4

    Personally I like classes in games that focus on gameplay. This applies mainly to videogames, stuff like XCOM where the tactical/team building is very important to the overall experience.
    Outside of videogames I came to heavily dislike them as rigid design constraints. They may be easy to understand, they are without a doubt a good starting point for new players or people new to a system but in the long run I know exactly 4 people that were not bored of DnD classes after half a year of playing. We have around 20 people in our roleplaying circle and everyone else prefers playing "classless" systems.
    Most of us do have years of rp experience within these systems - I also started with playing one - so we may be biased. Still the setiment is the same:
    Classes are needlessly restrictive for almost no benefit. Well, at least for the way we play.
    When I try to sell them a class based system it often goes like this "The game mechanics, fluff and setting sound nice, I have this cool character concept in mind - how can I do that? Ah I see... I could do it, but I would need to compromise on the most important aspects because the system does not allow it like I have imagined it to be. Well I rather play something else then... Oh this nice idea has the same problems? I'm out then, have fun."
    This is less a problem with people new to rp (which is why I very much like to try new systems with new players) but with people that have played a lot of rp already this becomes quite a frequent (and frustrating) experience for me as a GM. Though as a player I often find myself doing exactly that to my GMs. I don't care about one shots so I'm more open to doing stuff like the system wants me to do it, but in longer campaigns I put a lot more work in the character so I'm comfortable with playing it the whole way. And this often leads to "having fun despite the system instead of having fun with the system".
    For us a system needs to have enough choices for the players to not have to compromise on core character concepts as long as their character ideas fit the theme and powerlevel of the game as suggested by world/setting and intended playstyle of the campaign.

  • @samuxan
    @samuxan Год назад +70

    I thought Dnd copied their class system from real world war generals that would split their armies into archers, foot soldiers, chivalry, medics,... and other games got it from the same source instead of dnd

    • @ArchitectofGames
      @ArchitectofGames  Год назад +68

      Well, the game D&D copied everything from certainly did!

    • @batatanna
      @batatanna Год назад +21

      @@ArchitectofGames I'm sorry but I had a stroke reading this sentence

    • @pplluumm22
      @pplluumm22 Год назад +1

      Dnd is older than I thought if war generals where using it's classes way back when ;)

    • @zensoredparagonbytes3985
      @zensoredparagonbytes3985 Год назад +31

      Computer RPGs began to appear in the 1970s, more or less contemporaneously with the arrival and popularisation of pen-and-paper role-playing games which are themselves the children of historical wargames. Thus, the CRPG has only been around for a few decades, but its history reaches all the way back to the 1800s. Baron von Reisswitz is credited with creating the first true wargame - that is, a game meant to simulate battles with a certain degree of fidelity, and not merely a chess derivative. Created in the early 1810s, this game went by the name Kriegsspiel (meaning “War Game” in German). It featured units actually in use by the military of the day, and was meant to simulate battles. Character creation was a matter of faithfully emulating the real-world characteristics of the units those pieces represented, then using die rolls to simulate unforeseen factors in resolving combat. Von Reisswitz’s son created a revised version of the game in 1824. The revised Kriegsspiel paid such close attention to accuracy that the Chief of Prussian General Staff recommended it as a military exercise; the King of Prussia, in turn, actually ordered that every regiment of the army be supplied with a copy. In 1811, a special table full of drawers was made so that King Wilhelm III could play Kriegsspiel. The table is still around, kept at the Charlottenburg Palace in Berlin.
      In 1876, Colonel Julius Adrian Friedrich Wilhelm von Verdy du Vernois produced a third version of Kriegsspiel. Vernois was suspicious of the idea that military outcomes could be predetermined according to fixed rules, and replaced die rolls with the mediation of impartial “umpires” who would determine the outcomes of various engagements based on their knowledge and experience (yes, the first Dungeon Masters were Prussian military men from the 1800s).
      The American military began putting out its own wargames around this time, with Jane’s Fighting Ships following suit across the Atlantic in 1898. Like Kriegsspiel, Jane’s Fighting Ships spelled out the characteristics of the game’s numerous units in astonishing detail. (Google Books has a digitised copy of the rulebook online, so you can see for yourself just how intricate this got.)
      Even H.G. Wells, the renowned writer, got in on the action, producing Little Wars in 1913. The rules of Little Wars were far simpler than those of other wargames, but it generally followed the practice of simulating large-scale battles, with the characteristics of different unit types decided rigidly according to the type of troops each unit represented. It wasn’t until the early 1970s that wargames started delving into the idea of individual men and women as units. The games that did this eventually became known as “man-to-man wargames” (not to be confused with Steve Jackson’s ruleset of the same name). It may seem obvious to us now, but this focus on individual men and women was such a radical departure from wargaming tradition that it wouldn’t be mentioned in the rules for Gary Gygax’s Chainmail until 1971, three years after Chainmail’s initial publication.
      Even then, it seems the man-to-man rules in Chainmail were largely an afterthought, relegated to a mere two pages out of the entire 44-page book. There, too, character creation remained a matter of looking up prefabricated unit values in a table. Things changed dramatically with the publication of Dungeons & Dragons in 1974. It retained many of Chainmail’s rules, centring character creation around selecting from three main classes of characters: Fighting Men, Magic-Users and Clerics. However, before selecting a class, D&D first had players roll three six-sided dice to determine abilities: Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma. These would, in turn, impact how well-suited the character was to a given class, imposing bonuses (or penalties!) based on their chosen class’s primary statistic. This wholly upended the method of character creation that had prevailed up until that point. Statistics were no longer determined by class: instead, characters got statistics, and only then chose a class based on which roles the statistics made available to them. This approach would form the basis of numerous classic computer RPGs. RPGs continued to diverge from wargames as the genre developed, and so too did their character creation systems. With increased focus on unique, individual characters came an increased focus on the abilities and limitations of each individual character. At their peak, these considerations would come to supplant the notion of character class entirely.
      -excerpt from The CRPG Book: A guide to computer role playing games, by Felipe Pepe.

    • @emilyrln
      @emilyrln Год назад +4

      @@zensoredparagonbytes3985 fascinating! Thank you 😊

  • @AnotherDuck
    @AnotherDuck Год назад +6

    I like how it works in the Shadowrun Returns games (which from what I've heard isn't too dissimilar from the pen and paper originals). It's not like there are classes you have to choose, but considering how much you need to specialise to be an effective player you're going to end up with something along the lines of one of the archetypes (which is pretty much some kind of fighter, magic user, or tech wiz). This means you can play however you want, but your overall power limits how well you can do each thing, so it's better to specialise and leave other things to other party members.

    • @derrinerrow4369
      @derrinerrow4369 Год назад +1

      I just got through Shadowrun Returns actually! I just did a playthrough as an Ork Street Samurai (basically a fighter) who used Assault Rifles and Shotguns and eventually decided to take up a Rigger playstyle (drone controller), and became an army of two, me and my drone getting in a good defendable position and laying down heavy firepower. but I still needed things like a Mage for utility or a Decker for getting in the Matrix or an Adept to get in people's faces when they don't want to advance on me.

    • @AnotherDuck
      @AnotherDuck Год назад

      @@derrinerrow4369 Rigger with decking skills is probably one of the better solo options, since it allows for some utility, the Matrix, and combat. Still missing out on magic stuff, but magic and tech are not exactly very compatible.

  • @alecchristiaen4856
    @alecchristiaen4856 Год назад +3

    What I find funny is how Vampire has clans, which encourage certain character builds, but:
    A) allows for relative versatility
    B) uses the narrative to softly enforce the class system
    While Vampire is often played in groups, it has a stronger free-for-all structure than d&d, with each player having plans running that don't intersect or even compete with each other.
    Mechanically, while clans give affinity for certain powers (in the former of lower xp cost to level them), a player can theoratically cultivate any power and learn any skill.
    Because of this, players DO run the risk of having to interact with all the game has to offer, but they can be built in a way that supports it.
    Ultimately, this creates more of an immersive sim situation, where you will face the challenges alone, but your build will determine your MO.
    The sociable Ventrue (natural leaders) might cultivate status and wealth to move their plans, while the skulking Nosferatu (hideously deformed masters of stealth and animal control) will likely peddle secrets and blackmail people to further their agenda, and more esoteric clans like the Tremere (blood mages) and the Hecata (necromancers) have whole new avenues of play open to them with blood sorcery and necromancy respectively, and might do mercenary work, exchanging their coveted services for favours.
    These clans can very much inform how you play, but it doesn't force you to. You can base yourself on these disciplines and min/max your PC, but you can just as easily base yourself around skills like Technology making a hacker (which opens up a whole new way you can go about your plans). It's even perfectly viable, because the mundane skills won't blow your mortal cover and don't require you to invest blood points, reducing the need to drink blood.
    All in all I think a loose character system is the best of both worlds. Games like Dark Souls and Divinity: Original Sin II use them, and it only determines your starting gear and skills, giving newbies an idea how they should build their characters while allowing veterans to customize their characters much more easily.

  • @notyouraccount6038
    @notyouraccount6038 Год назад +2

    Its funny how a little bit of identidy flavor, can bring the best of us humans.

  • @CitizenSnipsX
    @CitizenSnipsX Год назад +9

    I've just discovered your channel a few weeks ago, so this is the first new upload I'm experiencing, and I have to say I am impressed. I love the insightful and creative commentary you provide, and I've also loved going through the back catalog and finding myself looking looking at past games I've played from a completely new perspective. I've already recommended this channel to a lot of friends and I greatly look forward to finding out what awesome overlooked games I missed at the end of the year. Thanks for the content!

  • @kid_ikarus_Bellflower
    @kid_ikarus_Bellflower Год назад +1

    Classes are a part of real life fighting too. Stephen Wonderboy Thompson is a pure Long Range Striker class. Which means he has an advantage over the pressure boxer class, as they need to close distance that he excels at controlling, but wonderboy’s class is at a disadvantage against the grappler class.

  • @yodal_
    @yodal_ Год назад +3

    2:15 - I love how you show Runescape here, a game that doesn't have traditional fixed classes at all instead going to weapon classes.

    • @Luanmm
      @Luanmm Год назад

      That is one of the reasons I like RuneScape so much and play it to this day: I want to play as a mage, I can; If i change my mind and want to be a melee, I Just stop at a bank and get my other gear and voilá

  • @blazichaos7181
    @blazichaos7181 Год назад +203

    I have no other reason to comment except to spite the bugger who wants to say "first".

    • @jackiecozzie4803
      @jackiecozzie4803 Год назад +49

      yanno this is just an elaborate way of saying first

    • @NathanTowles
      @NathanTowles Год назад +4

      @@jackiecozzie4803 true lol

    • @BassRemedy
      @BassRemedy Год назад +5

      first

    • @spiker.ortmann
      @spiker.ortmann 7 месяцев назад

      Still a "first" calling, but one of the best I've seen. 😂

  • @itsClaptrap
    @itsClaptrap Год назад +1

    my favorite implementation of Classes in a narrative and gameplay loop would have to be Fantasy Life for the 3DS. Where each Combat, Gathering, and Crafting class are quite literally called "Lifes" (or Jobs) and are all represented pretty equally all around the game world and in gameplay.
    for example, Paladins are not more important than Cooks, and no one job gets more representation than the other. in fact, with the two classes I mentioned go hand in hand for stat boosting, and restorative meals for combat, leading to easier resource gathering, which then feeds into higher quality meals for Cooking.
    It's a very relaxing and satisfying system, that seems pretty simple but is very pleasant to actually achieve and carry out when you're in the rhythm.

  • @JIROHirokawa
    @JIROHirokawa Год назад +2

    1) A large sprawling skill tree is not hard to balance. It is only a matter of designing the OP build themselves and hiding it by "organizing". If done well enough players will never even find it. The developers must develop this way so they themselves know what can possibly be OP and create the game accordingly.
    2) Monster centric game design is an interesting concept. If you create complex enemies with different weaknesses and condition resistances and split the required abilities to player classes, they will always need variations of class in the party. Complex enemies against plain players always tend to be more intersting than the opposite.
    3) Same with what was said earlier, OP party combos must already be designed by the developer. They must be always envisioning the end rather than creating as they go.

  • @Penguin-qp2wk
    @Penguin-qp2wk Год назад +6

    16:34 While this point is very true in the latest installment in the Elder Scrolls series (and to a lesser extent in Oblivion as well), it is not so much the case in Morrowind and Daggerfall (as well as Arena I believe, though I haven't played it). In the earlier titles you are given the option of pre-built classes, each with their own major and minor skills which give you a clear idea of what your class excels at. Over time you can change a character into whatever you like (much like your Elden Ring example), but the class system is very much present. Aside from me being nitpicky on this point, I think you did a wonderful job in this video presenting the class system in games.

    • @youcantbeatk7006
      @youcantbeatk7006 Год назад +1

      This video is a mess. I'm convinced he hasn't even played many of the games he talks about including oldschool D&D itself.

  • @essidus
    @essidus Год назад +4

    The Overwatch salt fills the ocean! Though, I do agree. Role queue was supposed to solve the party composition problem, but really just created new problems, and eliminated an entire class of hero. And then they cut a team member from OW2 in order to fix the queueing issue with the lack of tanks.

  • @TheCreator1197
    @TheCreator1197 Год назад +3

    "Constraints breed creativity"

  • @alaricsnellpym
    @alaricsnellpym Год назад +4

    Interesting take! In one of my own TTRPG designs, I took a take on classes and levelling up that gave them an in-world explanation - the characters are training at ELITE SCIENCE-FANTASTY COMBAT SCHOOL, so after each mission go back for a term of training, and get to choose what course module to study each time: weaponry, three different schools of magic, tech/engineering, piloting various kinds of military vehicles, etc... I've written enough "modules" for each "course" that you'd need to have a very long-lived character to get them all, and balanced the increase in power as you go up levels so players in practice tend to specialise in one but pick up a few basic modules in other topics to round their character out a bit.

  • @Yelficky
    @Yelficky Год назад +4

    Hello Mr. Adam. I came here to inform you that you've made a typo in Preist at 0:49 and this mistake will now haunt you until the end of days : )

  • @ManOfManyHats94
    @ManOfManyHats94 Год назад +3

    I just really appreciate your videos and it's delivery. Your insight is something I always welcome

  • @noiJadisCailleach
    @noiJadisCailleach Год назад +4

    Who the hell thought of the name 'Fighting man' back then?
    LMAO!

  • @dragonmaster1500
    @dragonmaster1500 Год назад +8

    When it comes to multiplayer games it's interesting how a person's class can change their approach to the game. I personally love the roleplay aspect, getting into the character interactions and worldbuilding are my favorite part of both games and stories. Interestingly, I've noticed that I also tend to favor support classes; buff, debuff, battlefield control, healers, and so on. But I've noticed that people who just want to focus on the combat tend to choose classes with a more straight forwards playstyle, Fighter, barbarian and so on. It's not the rule, there's definitely plenty of people who choose 'hit em good' classes that enjoy the roleplay aspect, but I find it interesting all the same all the same.
    Thanks for another great video, and sorry about cluttering up the comments section. Think of it as driving the algorithm, I guess.

    • @mrosskne
      @mrosskne Год назад +2

      You don't need classes to accomplish this.

    • @dragonmaster1500
      @dragonmaster1500 Год назад +4

      @@mrosskne Maybe not, but there are specific classes, or class archetypes, which are entirely built around this kind of playstyle. A wizard specializing in illusions, a summoner that fights by buffing allies and calling extra monsters, an alchemist that brews potions and utilizes their effects in battle.
      These are all examples of this kind of class, though my comment was more making an observation that, in my experience, people who prefer roleplay trend more towards classes with complex mechanics while people that just want to roll dice and fight stuff trend towards the more physical classes.

    • @InShortSight
      @InShortSight Год назад +7

      I think complex mechanics is a big part of this, and one of the short comings of videogame rpgs. Roleplaying interactions in a videogame are hard coded and prescribed, so if you want to engage with the rp side of the game more, you want to have access to more of those mechanical interactions.
      On the other hand if your only tool to interact with the game is damage output then the only rp you can really do is the more esoteric meta RP. The kind where you ignore the script of the game and headcanon your own narratives, conversations and what have you.

    • @mrosskne
      @mrosskne Год назад

      @@dragonmaster1500 And again. None of these mechanics or play styles or preferences you've mentioned require classes. Please get your head out of your ass and actually listen instead of just repeating the lines you always use in arguments of this type.

    • @XMaster340
      @XMaster340 Год назад +1

      So, people choose specific classes that perfectly fit their playstyle, except when they don't? Is that what you're saying? Because that's exactly how horoscopes (don't) work.

  • @dragonmaster1500
    @dragonmaster1500 Год назад +2

    It's interesting how people can arrange themselves into archetypes or 'classes' even in games that specifically don't have them. Minecraft for example, has no class system, but people arrange themselves into catagories based on their general playstyle. Miners are people who just like gathering resources, Redstoners are people who love to mess around with the technical side side of the game and build crazy contraptions, Builders spend their time putting together building projects big and small, Fighters are the people who just like PVP or PVE combat.
    Minecraft doesn't restrict players from doing any of these things, there's nothing to stop a miner from building redstone contraptions, or a redstoner from building an awesome project, but these are still categorizations that we fall back into.

    • @AnotherDuck
      @AnotherDuck Год назад +4

      I find that's more about just doing what you like in a game that allows for a variety of different tasks.

  • @Parker8752
    @Parker8752 Год назад +3

    While classes can be a very useful mechanic when used correctly, I think they work far better in instances where synergy between team members (be they all controlled by a single player, or each controlled by an individual player) is valuable in play - from turn based tactics games like XCOM to isometric party based RPGs like Dragon Age Origins. They become less interesting in single player experiences where the player controls only one character and a single play through takes dozens of hours (such as Fallout New Vegas). The Elder Scrolls games are an interesting middle ground, because prior to Skyrim, the series had classes which defined which skills contributed to gaining levels, and thus started higher, and which didn't, and thus started lower, but you could still gain any skill to any proficiency level. In addition, players could create their own class. I honestly don't see myself enjoying a game like Skyrim as much if choosing to be able to wear heavy armour locked me out of being good at sneaking or using magic. If each class had mutually exclusive mechanics in such a game, it would have to be short enough that I could reasonably play multiple times to see how each class changes the game.

  • @TheDSasterX
    @TheDSasterX Год назад +52

    I have a few gripes here:
    I feel the mtg example, for example, is particularly reductive. 1) the color pie has been significantly degraded over time and there's not much left of it these days besides flavor. Izzet being a spam-happy color combo *can* be the case, but isn't at all required, and e.g. if you're playing something like commander, your "class" is basically your commander choice: my commander izzet deck is themed around casting the biggest spells possible and doesn't really have any spammy spells.
    I also don't like the constant harping on against how classless games alienate new players and are therefore bad? That's just an argument for marketability. Classes are great for putting yourself into a box, if that's what you're into, but plenty of folks like freeform development; not everyone in elder scrolls plays stealth melee archers. For the argument of nuance, I'd say that the fewer classes are, the worse a class-based system is (which seems to be in direct opposition to your position). Like, in XCOM-style games, I always feel extremely restricted with the creative expression allowed and I find the Holy Trinity to be a turn off, personally. I would much rather prefer a more flexible system with multi-classing, modular character design, or some other form of branching character design. In something like LoL you can find the holy trinity, but you could say it's been expanded. Support encompasses healers, but it also has proactive protectors, engagers, disengagers, and has significant overlap with the tank class, which is featured elsewhere and overlaps with damage, which likewise overlaps with the debuffing style supports. Classes in LoL are broader and also differentiated by the means available of the game itself in the form of lanes and the jungle where 5 players have to split the resources available. There are also plenty of "cheese comps" that are entirely viable outside of the top tiers (which I would imagine would appeal to you since your focus is on new players rather than elites) and those comps can entirely focus on one part of the trinity or ignore one or whatever. A team of assassins is totally playable even in ranked for at least the bottom half of all players but would never fly in a structured mmo that demands someone act as health sponge/aggro bot, another be the healing bish, and then the majority of the player base funnels into the nebulous DPS category and the queue times reflect that -- even in LoL the support position is supported broadly to ensure it's more fun than just yelling at people who take too much aggro.
    I love classes, don't get me wrong. But I think you're pushing too hard for a reductionist design philosophy that takes too much expression out of many genres. I love me a barb or necro in diablo, but only if I can build them the way I like. The aesthetics provided by those classes scratch particular roleplay itches, but if I log into an MMO and want to tank as some sort of beefy two-handed bruiser/dps and people yell at me to get my shield out instead, that's a major turn off. I'd rather have an MMO built around parties finding different and creative ways of meeting a challenge rather than demanding that a healer spam for the next hour because even regular enemies do too much damage for the party to survive a fight otherwise. Let the tanks have healing abilities, let the dps "tank" for themselves with active defenses/reflexes/etc., let the supports choose styles of doing so e.g. debuffing, shielding, buffing, and yes, healing. If players want to box themselves in for the sake of ease, let them, but don't box everyone in on the presumption that everyone wants a linear experience.
    Thanks Adam, just wanted to express some healthy disagreement, keep up the good work! 😊

    • @nevisysbryd7450
      @nevisysbryd7450 Год назад +9

      It is also directly at-odds with roleplaying games. It works well enough if you want to play the _class_ or if your fantasy happens to align up extremely well with the class. If you want to play a less aligned fantasy or a _character,_ that particular restriction often runs directly counter to the primary appeal of the game for that player (eg your greatswords example).

    • @JadeHarleyCoffeeMug
      @JadeHarleyCoffeeMug Год назад +3

      nobody reading all that

    • @kaijucat
      @kaijucat Год назад +4

      Very interesting! Though I agree with the video overall, you bring up some good points. Would you say the "Dark Souls" method provides a good in-between? Have starting classes, but also offer the option to go without?

    • @JeiFaeKlubs
      @JeiFaeKlubs Год назад +3

      I think you might have enjoyed Wildstar (rip), it still had a class system, but gave you two skill trees to switch between at any time, making the self-healing tank or the support-dd-mix possible. Best fun I'd ever had in an MMO, and you really only needed the classes for vague matchmaking.

    • @esbeng.s.a9761
      @esbeng.s.a9761 Год назад +1

      I think you also might enjoy dnd, as you can combine classes to create some studied combose that wasn't planned, but it is not perfect

  • @jeffreyhymas6803
    @jeffreyhymas6803 Год назад +2

    I'm late to the party, but I think the reason "stealth archer" has become a go to in Elder Scrolls isn't because it's the path of least resistance in terms of combat, but because Elders Scrolls combat sucks. Stealth archer is one of the few play styles that actually feels good to play.

  • @andreshado
    @andreshado Год назад +2

    "Overwatch - 2016 (yes I am refusing to note overwatch 2 as a seperate game out of spite thank you for asking)" in the description caught me off guard. I also have to remind myself that OW2 isn't just a rebranded OW. I mean, it has.... erm....

  • @Hehfg
    @Hehfg Год назад +26

    I was literally like "bruh if he doesn't bring up drg" right when you started talking about classes that naturally promote teamwork through good synergy, guess you held up to my expectations.

    • @mrosskne
      @mrosskne Год назад +1

      You don't need classes to promote teamwork, nor to have synergy.

    • @RolandIronfist13
      @RolandIronfist13 Год назад +2

      @@mrosskne no, but Drg is an excellent example of classes as synergy in a cooperative setting.

  • @Ashtarte3D
    @Ashtarte3D Год назад +2

    Tfw you notice Adam misspelled Priest in the WoW card rundown, lol.

  • @kangarumpy
    @kangarumpy Год назад +1

    Had friends make me get Rimworld to play Multiplayer with them and choosing a few tasks to dedicate myself on focusing on makes it easier to take bite-sized chunks of the game to learn.
    Also make me feel useful when I accomplish said tasks.

  • @alejandroemilianoguzmantej8231
    @alejandroemilianoguzmantej8231 7 месяцев назад

    A concept i´ve never seen talked about is that in OOP ( objecto oriented porgraming), that is a paradigm ( really commonly used in videogames) we have thigs called CLASSES that are like blueprints of a piece of code that have properties(hp, mana, hp regen, dmg etc) and methods ( hit, walk, heal etc). Classes are used to reuse code by inheritance ( think like your eyes color are "properties" of your parents they inherit that to you) so if i want to create a "fighter class" i´ll want to get things like "attacking" "hp" "walk" etc from a "character class" so i can reuse it to make a mage (that has also the method "attack" or the properties "hp" ) so i create a "character class" and as childs i can have a Fighter, Mage, Cleric etc. Subclasses are classes that inherits from Fighter that inherit from character. Also OOP is older that dnd so i think the inspiration is clear.

  • @BongoBaggins
    @BongoBaggins Год назад +2

    All of the spectacularly hard work put into this video and the comments are all going to be "haha preist"

  • @robdielemans9189
    @robdielemans9189 Год назад +1

    Also, creativity shines in restrictions or limitations. And having fewer options available makes any choice you make more meaningful.

    • @cpazmatikus3752
      @cpazmatikus3752 6 месяцев назад +1

      I don't want to make a meaningful choice at the beginning of a game that I don't know anything about.

  • @Jackster8484
    @Jackster8484 Год назад +3

    I find your point at the end there kinda funny about how classes where investable. In that alot of early table top games started as war game simulations of current war (napoleonionic war). And in those days you had cannons, infantry and cavalry. And each one of those units where specialized to a specific job.

  • @mr.rainc0at614
    @mr.rainc0at614 Год назад +3

    There is a very big counterpoint to TOO MUCH class dependency though, especially in multiplayer games. Instead of having overpowered singular classes, certain sets of classes are bunched up into 'meta comps', which ironically makes the gameplay even more restrictive for the individual (Overwatch comes to mind). Also, multiplayer games have to ensure that you have enough agency so that you can consistently affect the outcome of the game, otherwise, you would have the sinking feeling that no matter how good you are, you can't win the game on your own. Although as a developer you might want this, as a player this creates a toxic game environment (every multiplayer game comes to mind lol). Basically, the class system really needs more work when it comes to team vs team games, where class systems affect more than just your own gameplay.

  • @batatanna
    @batatanna Год назад +14

    The accessibility argument can be really shown when comparing CSGO to valorant. In CSGO there are no classes while valorant divides its agents in 4 classes that need to cooperate together to reach the objective, not to say CSGO doesn't require said roles, as the roles of an entry, trader, support and lurker are not only in the game, but fundamental to secure wins on high elos, valorant only has rebranded said terms. This in turn makes valorants barrier of entry much thinner than CSGO, which to many people can seem rather scary, while valorant is much easier to grasp, not only that, but this division of classes makes the overall game also much more tactical. This is clear when comparing a silver CSGO match to a bronze valorant match, in CSGO it's essentially just 10 people gunning each other down while even low rank players in valorant still have some idea of what they are supposed to be doing on their respective agent, even if poorly executed.
    Itss not to say one game is better than the other, I like both almost equally(if CSGO matchmaking and anti cheat was any decent it would probably be no different to me), but its interesting to see how two games with essentially the same gameplay make up for such different experiences to new players due to the addition of a single mechanic.

    • @ruolbu
      @ruolbu Год назад

      Would you say that CSGO behaves like skyrim, allowing its players freedom of choice on how to handle enemy encounters, but without anything directing them - like a fighter class in skyrim or competitive clan members in CSGO - players of both games default to what's easy and effective enough? (obviously both games have very different default play styles)

  • @Pest789
    @Pest789 Год назад +5

    My favorite MMORPG of all time, Asheron's Call, had no classes. You just spent your XP to boost whatever skills you wanted. God I miss that game.

  • @codyferguson2959
    @codyferguson2959 Год назад

    I just wanted to say the "You Saw" section of your description earned you a sub! I love it because I find myself wondering what cool game was playing in the background of so many videos just to be left with a crazy search history and no results!

  • @GiRR007
    @GiRR007 Год назад +2

    Wait... you mean to tell me people like having a purpose, instead of wandering aimlessly through life? Nonsesnse.

  • @weckar
    @weckar Год назад

    4:30 If I might counter this idea; this is only one of two philosophies many gamers use:
    1. (your example) use items to make a character's strong attributes even stronger
    2. use items to cover a character's weaknesses

  • @13silentpoets
    @13silentpoets Год назад

    i hate to ask anyone to spend any time on league of legends, but this conversation reminded me of how much the communities "meta" in the early days of lol laid out the foundations of the classes that are now solidified in the game. I remember early league of legends having so many interesting conversations about having a specified person using the jungle camps and the vast amount of strategies that arose in the free space of undefined classes/roles.

  • @LucasBarbosa-ds9de
    @LucasBarbosa-ds9de Год назад +1

    Classes can be good for many types of games, but I believe that more free approaches can result in the same positive points.
    The biggest points in favor of classes according to the video are the ease of new players, but I believe that well done tutorials can explain what should be done, because, in the end, classes serve to play roles, but in a more free, the same can be hit. Second point is that players would go down a more advantageous path given the opportunity, which I agree with, but the same goes for classes, players pick the best classes. In addition to the fact that the main reason for few viable builds is the lack of balance, with frequent and rotating balancing, it is possible to achieve different playstyles.

  • @Cyberian_Khatru
    @Cyberian_Khatru Год назад +2

    Adam really just said:
    'ate huntress
    luv rex
    simple as

  • @freakyfro99
    @freakyfro99 Год назад +6

    Another note for Aerith, the way that aggro works in that game makes it pretty hard to play as her for any real amount of time. Enemies aggro to the controlled character. I barely ever got to really use Arcane Ward.

  • @agasteenbrink
    @agasteenbrink Год назад +5

    One point I missed is the root of D&D in fantasy worlds like Tolkiens. Those (Tolkiens at least) were often based on history. In history the infantry, cavalry, artillery and medical roles have been defined for millenia. Each with their own specializations and limits

    • @colbyboucher6391
      @colbyboucher6391 Год назад +2

      Sure, but that's really not what they were going for when that all got squashed down to "fighter", the other two classes being "magic-user" and "cleric" (the original hybrid class).

  • @David.Marquez
    @David.Marquez Год назад +4

    I think the reason I keep playing Baldur's Gate 1 & 2 over and over again is because the gameplay experience is completely different the moment you pick a different class with different weapon specializations, and the same goes with picking different party members that are great at different things. It's so freaking good.

    • @AnotherDuck
      @AnotherDuck Год назад +1

      I find that individual characters don't change it that much, but the party composition does. However, as long as you have a reasonably balanced party there's not that much difference.
      On the other hand, what characters you have changes the feel quite a lot, and what their personalities bring is probably the biggest reason for good replayability for me.

  • @Thunder-Sky
    @Thunder-Sky Год назад

    I've also gotten really into Maggie Mae Fish lately

  • @MajinMattPlays
    @MajinMattPlays Год назад +3

    To just comment real quick on TES, since it's one of the few games here I have a lot of experience with, the games do push you in a direction with the Racial abilities and stats. As well as descriptions. It's not as big of a push as a Class (Though before Skyrim Classes did, in fact, exist in TES they just weren't limiting since they were your level up vector) but when you pick your Race it'll tell you what they do well in Oblivion and Skyrim.
    Otherwise great vid, just wanted to add some clarity since for once I have some input here. I personally like how TES4 did Classes since it made it feel like you could choose the general idea of your character, but it was freeform enough that you could still get utility from Spells, Shields, or anything else that isn't in your class.

  • @emilyrln
    @emilyrln Год назад

    Literally the smoothest ad transition I've ever seen.

  • @ReserCatloons
    @ReserCatloons Год назад +5

    Meanwhile 5E clerics just excelling in every job LOL

  • @Twisted_Logic
    @Twisted_Logic Год назад +3

    "Elder Scrolls games don't have class systems"
    Only Skyrim doesnt have a class system

  • @mknoyle
    @mknoyle Год назад +2

    As someone who rarely finished many games the first time around, let alone replays them, I just don't get on with classes much at all. Especially in big games with lots of systems, I don't want to be limited to playing a character that only uses a couple of those systems, or compromises to use a few more but never as well. If a game has melee combat, ranged combat, stealth, magic, tech, and other means of interaction, I want to be able to experience them all, without the expectation being that I need to complete the game multiple times, especially if it's a sprawling 50hr+ RPG experience. The absolute worst is when a game forces you to pick a specialisation right at the beginning, with no ability to try stuff out. Maybe I like the idea of being a sneaky hacker, but then it turns out the hacking gameplay is just a bit shit. Now I'm stuck with that or I have to start again.

  • @Lumberjack_king
    @Lumberjack_king Год назад

    You know a a game is weird when it advertises not having classes, as a feature I'm talking about "Albion online"

  • @alecchristiaen4856
    @alecchristiaen4856 7 месяцев назад

    Pathfinder 2e does the coralling of abilities quite well.
    An issue in later d&d editions is multiclassing ruining the balance. Classes with useful or powerful abilities given early (looking at you, Hex Warrior) often get 'dipped into' (taking a single or only a few levels for the power boost).
    PF2e doesn't feature traditional multiclassing, but rather they feature archetypes, which are basically mini skill trees based on each class.
    The crucial parts are:
    1) you will still get all non-feat abilities of your main class
    2) all non-feat abilities are locked off unless specified otherwise in the archetype.
    For example, the fighter has the highest proficiency level with weaponry of any class, making them the most accurate and giving the highest crit chance. No ammount of multiclassing will give this ability to a wizard, defying attempts at making fighters irrelevant.

  • @lasselen9448
    @lasselen9448 Год назад +1

    The roleplaying game I play on a regular basis has no hard class system. Rather, character creation choices affect what stats and racial traits the character starts with, which in turn are likely (though not guaranteed) to push the player toward a certain archetype. All skills are available and can be levelled up equally easily, but we mostly put points into what fits the playstyle we want to have -until we run into venomous enemies and dump a whole battle worth of XP into poison resistance that we'd neglected until then. As a second layer of "soft classing", the GM sometimes gives us new passive bonuses tailored toward the playstyle we've been demonstrating throughout the campaign.
    An interesting effect classes have, in my opinion, is that they can open the way for... interesting challenges. "Hey, can I make a viable tank build with this class that's clearly an attacker and advertised as such by the game?" "This healer class has a nice attack skill there, I wonder if I can build around it as a damage dealer!"
    Some games work well with this approach (GW2, with its extensively customisable classes, sometimes allows for very counter-intuitive builds), some don't work at all (FFXIV, where classes are so rigid "build" isn't even a concept).
    Twisting classes to the limits can also let players who really only enjoy a specific role (for instance, tank) experiment with more class than the "official" classes for their favourite archetype.

    • @sevencats4964
      @sevencats4964 Год назад

      what rpg is that? it sounds like a neat system :D

    • @lasselen9448
      @lasselen9448 Год назад

      @@sevencats4964 It's 100% homebrew. But yeah, it's neat.

    • @sevencats4964
      @sevencats4964 Год назад

      @@lasselen9448 ah i see, thx for the answer :)

  • @joshuaables6483
    @joshuaables6483 Год назад +1

    I love the presence of classes in games but I really wish that more games would break out of the mold of level/experience based progression. Its been shoved into so many places as the primary way of power progression, and there are many places where the games suffer for it. In a lot of triple-a titles its now a mandatory form of compulsive skinner-box engagement that substitutes for actually engaging gameplay and development time, and its now so engrained in our gaming culture that its being shoved into places it doesn't belong even in indie titles, just because they think it belongs in games. Its like putting salt and pepper into every food regardless of if it belongs there.

  • @danteroush7916
    @danteroush7916 Год назад +2

    Very much out of the theme of video games, but the discussions of character classes here got me thinking about how similar it is to positions in sports. Some sports have their "class differences" mode codified than others, like football restricting who is allowed to go for a pass, for example, but others like basketball's "classes" all play within the same rules and capabilities.
    What I'm saying is, Gary Gygax stole his ideas from sports, making D&D players actually just elite athletes.

  • @ProtonCannon
    @ProtonCannon Год назад

    18:25 "my favorite hero"
    You VILLAIN! Thou shall never be forgiven for that, no matter how many times you mention it in your videos! :D

  • @hyperteleXii
    @hyperteleXii Год назад +2

    Chess is a much older game and its pieces have classes.

  • @devforfun5618
    @devforfun5618 Год назад +1

    the problem with Skyrim isn't the lack of class, it is the fact that leveling up any skill gives perks, and leveling up your worse is skill is faster, so even if you don't want to use a bow or light armor, you are eventually going to use it, maybe the class constellation in the start shouldn't just give a bonus to certain skills, but actually only allow those skills to give perks, so you could still use a bow and arrow if you need, but isn't rewarded by doing that

  • @Duchess_Van_Hoof
    @Duchess_Van_Hoof Год назад

    I quite like the 2e AD&D design. At its core, there are only four classes; the cleric, the fighter, the mage and the thief. All with their own roles. However, then there's the multiclasses; the cleric/mage, cleric/thief, druid/fighter, fighter/mage, fighter/thief, fighter/mage/thief and so on. All of these feel different to play than a pure class, and distinct, yet they use the same mechanism without becoming overpowered.
    Then there's the advanced classes; bard, druid, paladin, ranger, and the many specialist wizards. All of which are more powerful than regular classes, but harder to get and far harder to use.
    So there are 4 classes, easy to grasp and a reliable way to play the game. There are also 23+ classes with plenty of depth and ways to define a unique character.

  • @brianlinden3042
    @brianlinden3042 Год назад +2

    D&D had already long since changed/expanded its class names to the current ones, long before WoW was even a glimmer in Blizzard's eye. (Hell, long before Blizzard was a glimmer in its founders eyes, for that matter.)

    • @youcantbeatk7006
      @youcantbeatk7006 Год назад +1

      This video is full of blatant errors even a minute in. A&D is actually the 2nd iteration of D&D, not the first. Fighters were also just called fighters in AD&D and thieves weren't in the original D&D edition which kind of proves this guy didn't even glance at the rules of any of these games or even read the Wikipedia page for D&D.

  • @RealJohnnyAngel
    @RealJohnnyAngel Год назад +2

    Classes are good in video games because their limited scope is baked into the medium. HOWEVER! in tabletop RPGs classes are almost always a detriment to anyone not playing for tactical type engagement.

  • @olafthebear2327
    @olafthebear2327 Год назад +4

    A healer gunner named Eunie is a pretty clever reference to Yuna from Final Fantasy X, and X-2. Since Yuna is called "Yunie" by Rikku, and she's essentially a healer* by default in X and a gunner by default in X-2.
    *Yes, I know she uses summons too

  • @hikarihitomi7706
    @hikarihitomi7706 Год назад +2

    I have never, not even once, felt satisfied with a class based character. However I think it is because of two things, A) I don't care about mechanics, and B) I start first with a character concept and only after that do I look for how I can create that character in game, which always fails on class based games, because the classes basically never fit the concept I want to build, which leaves me feeling like I lack control over how I play the game and thus remain unsatisfied.
    For example, when I tried WoW, I had the idea of making a stealthy mage, a character that would explore by sneaking around enemies and using utility spells to reach otherwise inaccessible locations and set up traps to deal with enemies I couldn't otherwise ignore by stealth. But when I couldn't come close to that concept at all, it just made the game feel hollow and fake. I tried a few characters but I gave up on the game pretty quickly because it had nothing to keep my interest, I couldn't be anything interesting and everything seemed reduced to mere combat and I couldn't even fight using the tactics and strategies I wanted to use.

    • @hikarihitomi7706
      @hikarihitomi7706 Год назад +1

      Further, I do not like having a role to fill, nor having my place defined.
      Basically, everything in this video listed as a reason people like classes are things I despise.

  • @MrEnvisioner
    @MrEnvisioner Год назад +4

    I'd like to also shout out the old Golden Sun games for GameBoy Advance. It had a very nuanced, dynamic class system.
    TDLR: elemental chars, elemental djinn attached to chars, character "class" and abilities dynamically shift mid-battle in reponse to djinn state, resulting in randomly morphing character abilities over time, akin to deck-building games, but w/ you sometimes drawing a card and sometimes mulliganing your entire hand (or switching entire decks mid-match), etc.
    There are 4 elements: Earth, Wind, Fire, Water. Magic ("Psynergy") affiliated with each element has conventional effects, e.g. fire is best at dealing mass damage, water is best at mass healing, wind for damage w/ side effects, and earth is a mix of single/group damage and light or strong single heals.
    BUT, there are also individually-named elemental djinn you collect in the world. When collected, you must attach them to a character in your party. They go through 3 modes: set, standby, and rest. If they are "set", the character receives a ton of stat buffs. You can then use it to execute a djinn-specific spell that is free (no magic power used), but this switches it to standby (removing the stat buffs). You can then use 1 to 4 standby djinn to perform a "summon" which is a super-powerful attack that damages all enemies. However, doing so puts them all into rest mode and you have to wait passively as each character re-"set"s a resting djinn attached to them at the end of each turn. Already, there's a lot of depth with risk/reward between strong character (in "set" mode) vs. strong attacks w/ long weak time.
    This made for some really intriguing and dynamic planning before and during battles where you might manually pre-standby all of your djinn going into a boss fight so that you can unleash tons of summons right at the start, but then have to micro-manage that randomness of your djinn's skills restoring one-at-a-time and in an unpredictable order. This was ESPECIALLY important because of the other major feature of djinn:
    You were not required to align the elements of the djinni and their attached characters, e.g. stick the Earth djinni on the Earth character. In fact, because your entire team's stack of djinn can only have one partial layer and you would naturally find different elements of djinni at different rates, there would be times where you put, say, an Earth djinn on your Fire character b/c the Fire character is already full of Fire djinn. At first, you might not noticing anything, but then you'd enter a fight, use your summon, get the Earth djinn on the Fire character "set" and then suddenly find that all of your skills have suddenly changed! Indeed, the way the game worked was that a character's individual "class" of abilities was not associated with THEIR element, but the cumulative element combination of both the character and the "set" djinn attached to them. So all fire is one big damage dealing class, but a mix of 2 fire and 1 earth? That's a totally different class with different abilities. There were even tons of unique skills that only became available if you had a certain number of specific elements stacked on a character to get them into the right class. But again, using the most powerful spells would disrupt that flow, throwing your class abilities into disarray, so there was a balancing act of decisions going on.
    So you'd have to plan out how your characters' abilities would morph in the midst of battle and be prepared to have characters swap roles on the fly, all while trying to prioritize re-setting djinn to perform summons ASAP or spending a character's turn to reset a particular djinn in order to morph a class or use a specific free djinn skill, and then simultaneously dealing with the passive end-turn djinn resets causing your djinn to suddenly become available in a random order that mucks up your character class in the midst of battle. Actually played like a mix between a deck battler and a party-based RPG, even though in practice there was really no heavy deck-building mechanics involved.

  • @DharmaScienceRadio
    @DharmaScienceRadio Год назад +2

    That ending was golden 🤣👍🏼

  • @Anti-Smart
    @Anti-Smart 5 месяцев назад

    7:00 I wouldn't be so sure when it comes to D&D.

  • @rmsgrey
    @rmsgrey Год назад +1

    Terraria has a sort of middle-ground when it comes to classes. There are no formal classes in the game, any character can equip any items, and your stats come from your gear and from having consumed certain consumables that permanently raise your max health and mana. At the same time, there are four loose classes - melee, ranged, spellcaster and summoner - with armour sets and accessories giving boosts to specific attack types, encouraging a degree of specialisation (there are also narrower sub-specialisations, like gear that specifically boosts yoyos - which also benefit from melee boosts). So you don't need to specialise and can easily respec (you just need the gear to switch to) but you also have comparatively narrow niches you're encouraged to stick within as you replace individual gear with superior versions (often crafted using higher tier ores, though some things have to be found as drops out in the world) rather than getting the resources to respec into a different class.

    • @cpazmatikus3752
      @cpazmatikus3752 6 месяцев назад

      Then the dichotomy between class and classless systems makes no sense.
      "There are no classes in Counter-Strike, but you can buy weapons, so there are classes there" - it sounds strange.

    • @rmsgrey
      @rmsgrey 6 месяцев назад

      @@cpazmatikus3752 Well, yes, having a middle ground means it's a false dichotomy, but that doesn't mean the two extremes of a spectrum don't exist.
      At one extreme, you have a system where any character, regardless of previous decisions, can pick up any skill or any piece of equipment and make good use of it; at the other, you have a system where a large chunk of skills and equipment are only available to characters that picked a certain class from a finite list of options, and can't change that without switching to a different class.

  • @deanb5912
    @deanb5912 Год назад +1

    Great video. Love this subject matter and feel that it was covered perfectly in this video.

  • @angrypirate1094
    @angrypirate1094 Год назад +1

    A class restricted spell that doubles all offensive damage isn't necessarily balanced and you could balance a spell that doubles the offensive damage of certain spells and simply let everyone use it or give the spell other limitations to balance it. Just like stealth archery is easy in Skyrim, there is usually always a class that is easy in games with classes, whether you are making a continuing commitment every encounter to level up your magic early game until your magic becomes superior to stealth archery or you're forced to use magic because you have chosen the trash class at the start of the game really isn't much of a difference. MtG has multi-colour decks and even within each colour you have a lot of options whether to go aggro, tempo, combo or control. The idea that characters are classes is also just super silly, this really needed another couple of days in the brain tank.

  • @Puddincess
    @Puddincess Год назад

    this feels like one of those videos where mentioning Etrian Odyssey would've been perfect. I'm not surprised you didn't, given how it's kinda niche, but it would've been a welcome surprise

  • @AwesomeSheep48
    @AwesomeSheep48 Год назад +2

    Sad that fighting man was renamed

  • @jamestitus472
    @jamestitus472 Год назад

    Classes: the Four Humors and Zodiac for the New Age

  • @kotzpenner
    @kotzpenner Год назад

    Hey I appreciate the ending with sponsoring 😊

  • @thegreenxeno9430
    @thegreenxeno9430 Год назад +2

    A better video game would be devised to provide gameplay that trains people to have certain roles without character classes or character levels

  • @Cryothia
    @Cryothia Год назад

    He finally did it. He talked about Risky Rain.

  • @GoddessCynthia
    @GoddessCynthia Год назад

    I love Final Fantasy 14’s job system so much. That’s all I want to say, it’s just my perfect MMO

  • @rbruch98
    @rbruch98 Год назад

    If we were to distill the need/want of class systems down, doesn't it really come down to: 1) Tutorialization/Learning various aspects of the game (And to certain extents, accessibility), 2) Compartmentalization/Specialization, and 3) increased replay value?

  • @elmartinezPL
    @elmartinezPL Год назад +2

    As a DnD enthusiast I'd make a step before and say that players pick their STORY FIRST and then pick up a class which fits their golas/believies/attitude. This is where it all starts.

  • @julianlockhart963
    @julianlockhart963 Год назад

    FF12 is a good example of how the imposition of classes makes for a better play experience. In the original version you could choose any talents across a vast talent "board." In the remaster Zodiac Age you are limited on which talents you can take by classes. Much more fun.