MMOs are better if classes are imbalanced—you just need to do it on purpose

This is Terminally Online: PC Gamer’s dedicated column exploring the multifaceted world of MMOs. In this space, I will share insights into the genre, engage with fellow enthusiasts, delve into often-overlooked mechanics, and occasionally invite guest writers to discuss their favorite MMOs.

Recently, I found myself reflecting on the keynotes from Final Fantasy 14: Evercold, particularly a revelation from Hikaru Tamaki, affectionately dubbed Mr. Prime during the presentation. He disclosed that the design team is contemplating a significant change for the new Dragoon class in the upcoming expansion—a 90% damage reduction buff while utilizing its new Sky High action. This potential adjustment has stirred thoughts about balance within the game.

Since my journey with FF14 began around the Shadowbringers era, I’ve admired its almost flawless job balance, with only slight variances in DPS among classes at the highest levels. This equilibrium is partly due to the absence of a traditional talent tree system, a feature that developers are now scrutinizing. The question remains: will they maintain this balance, or will they venture into new territory? As my colleague Mollie Taylor aptly noted, the answer is still up in the air.

What makes you special

The allure of MMOs lies in the immersive experience of embodying a character within a vast world, where every player’s contribution holds significance. This concept, while enticing, remains an elusive fantasy, achievable only within the realm of video games.

However, the memories that resonate most with me are not rooted in the meticulous balancing efforts of developers but rather in the unique qualities of certain classes. World of Warcraft (WoW) exemplified this understanding in its earlier days, showcasing the importance of distinctiveness among classes. City of Heroes further illustrated this point by allowing players to choose from various powersets, where a kinetics character could provide unparalleled buffs to the team. The ability to offer specific services or unique skills fostered a sense of individuality and value within the community.

While the traditional holy trinity of tank, healer, and damage dealer may seem inescapable, it doesn’t have to overshadow every aspect of gameplay. There’s an inherent risk that unique abilities could render certain classes obsolete in specific raids or dungeons. Yet, I believe this trade-off is worthwhile, especially if developers intentionally design around these dynamics.

Built different

With Evercold, the developers are embracing a new philosophy that aligns with this vision, leveraging FF14’s existing framework to support more innovative job designs. Players can switch between jobs on the same character simply by equipping different weapons, allowing for a more fluid gameplay experience. While leveling and gearing each job remains necessary, the process is streamlined, enabling players to progress passively through various activities.

Moreover, Evercold introduces a feature that allows players to “sync” their highest item level across different jobs. This means that while fine-tuning stats and acquiring optimal gear still requires effort, players can quickly adapt to different roles without excessive grinding. If certain jobs prove advantageous in particular encounters, players won’t face an overwhelming burden to maintain a diverse set of viable options.

Much of the interesting friction and complexity of these older games was almost an accident.

In my view, MMO developers should focus on enhancing existing systems rather than attempting to reinvent the wheel. Class balancing teams can leverage their understanding of modern MMO design to create a “purposefully imbalanced” framework. The complexities and challenges of earlier games often emerged organically, leaving some classes underutilized for extended periods. Today’s developers are more proactive, offering transparency in their decision-making processes, even if some explanations can be perplexing.

There exists a potential for a developer to discover a contemporary version of the classic, Star Wars Galaxies-inspired model, where every class or job excels in specific areas while relying on others for support. Such an approach could resonate with modern audiences and enhance the overall MMO experience. However, the challenge remains: can a new MMO be developed and brought to fruition? The answer is far from certain.

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MMOs are better if classes are imbalanced—you just need to do it on purpose