Principles of design.
Posted: Mon May 09, 2016 6:50 am
Here I propose my ideas, and invite other to discuss, about how classes in this game ought to be designed. This is nominally a philosophical inquiry because I think this game lacks some intellectual clarity in design.
First and foremost, I think the first question should always be "how do you want the class to play?"
Can a class play fast or must it play slow?
Focused on optimizing for chaining skills together in repetitive patterns? More situationally free-wheeling? Hit and run? Sniping? Being in the mix? Micro-managed in battle or laissez-faire?
Should the class have a natural race or no? It's okay that some do but they shouldn't all. More so, every race ought to have one "natural" class.
Should it play evenly throughout the game? Hard to start and strong at the end. Strong to start but mediocre at the end? Peak in the middle but weaker at the beginning and end? When do you want the class to peak?
Should it have an achilles heel like the Lumious Horror for the Sun Paladin or the Charred Scar for the Wildfire Archmage?
Should the class be dependent upon an escort reward or particular equipment or should those things merely create a new build-option?
Should it be mentally taxing (doing math in your head or keeping track of multiple data-points, et al) or rote?
Should there be variance or total control?
There ought to be variance... some classes should be simple and easy to play, with few build options and categories. To that end, the Summoner and Cursed are satisfactory.
Other classes should have complex synergies and a myriad of different skills that one can focus on. I think the Paradox Mage is the a good example of this. Lots and lots of options, even within the same categories. Doomed and Oozemancer are also pretty good in this regard.
Additionally, some should be very transparent on the mechanics and synergies whereas it's okay for others to be more opaque. It can be fun to find that one counter-intuitively powerful skill with the right build.
Some should have "luck" builds that require a particular escort reward or piece of equipment that makes a particular build possible. Same with prodigies.
I truly believe that every class should have an "easy" and hard period in the game, at least on normal. Maybe it comes early or maybe late or whenever but every class should struggle at some point but also just crush it in others. It should vary from class to class... there's nothing like just crushing some part of the game that causes you problems on another class or build.
What classes shouldn't be is the Necromancer.
To me, that is the prime example of bad design. Skills are incoherently arranged (best nuker build is hamstrung by putting Chill of the Tomb in the category with Vampiric Gifts, limiting your ability to use Forgery of the Haze because you DON'T want it to have Chill), wasteful, utterly pointless (Undeath Link might be the worst skill in the game), actively detrimental, or lazy (Ice category, really?).
How it seems to want to play doesn't align with the only successful way it can play. Most of those skills are ultimately just bloat, especially at later difficulties. Most of its skills are Potemkin skills. They're an illusion.
It is not merely a question of melee, ranged, caster, etc. The real question is about gameplay. If two classes nominally play the same way then the differences are merely cosmetic.
It is my belief that every class should have at least two viable builds on normal and most classes should have one or two viable builds on Nightmare and a few should have one or two viable on Insane. Very few classes should have one or two viable builds on Insanity sans exceptional luck.
I believe that every class should have some synergies. A few ought to be obvious and intuitive but others (like duel-wielding staff reavers or using Arcane Combat to proc spells and so on) can be more opaque. This adds richness and discovery, making the class more fun as you gain experience with the game mechanics. There ought to be some surprises in most classes, except for a couple of "basic" classes, again, like the Summoner.
Anyway, those are just my thoughts...
First and foremost, I think the first question should always be "how do you want the class to play?"
Can a class play fast or must it play slow?
Focused on optimizing for chaining skills together in repetitive patterns? More situationally free-wheeling? Hit and run? Sniping? Being in the mix? Micro-managed in battle or laissez-faire?
Should the class have a natural race or no? It's okay that some do but they shouldn't all. More so, every race ought to have one "natural" class.
Should it play evenly throughout the game? Hard to start and strong at the end. Strong to start but mediocre at the end? Peak in the middle but weaker at the beginning and end? When do you want the class to peak?
Should it have an achilles heel like the Lumious Horror for the Sun Paladin or the Charred Scar for the Wildfire Archmage?
Should the class be dependent upon an escort reward or particular equipment or should those things merely create a new build-option?
Should it be mentally taxing (doing math in your head or keeping track of multiple data-points, et al) or rote?
Should there be variance or total control?
There ought to be variance... some classes should be simple and easy to play, with few build options and categories. To that end, the Summoner and Cursed are satisfactory.
Other classes should have complex synergies and a myriad of different skills that one can focus on. I think the Paradox Mage is the a good example of this. Lots and lots of options, even within the same categories. Doomed and Oozemancer are also pretty good in this regard.
Additionally, some should be very transparent on the mechanics and synergies whereas it's okay for others to be more opaque. It can be fun to find that one counter-intuitively powerful skill with the right build.
Some should have "luck" builds that require a particular escort reward or piece of equipment that makes a particular build possible. Same with prodigies.
I truly believe that every class should have an "easy" and hard period in the game, at least on normal. Maybe it comes early or maybe late or whenever but every class should struggle at some point but also just crush it in others. It should vary from class to class... there's nothing like just crushing some part of the game that causes you problems on another class or build.
What classes shouldn't be is the Necromancer.
To me, that is the prime example of bad design. Skills are incoherently arranged (best nuker build is hamstrung by putting Chill of the Tomb in the category with Vampiric Gifts, limiting your ability to use Forgery of the Haze because you DON'T want it to have Chill), wasteful, utterly pointless (Undeath Link might be the worst skill in the game), actively detrimental, or lazy (Ice category, really?).
How it seems to want to play doesn't align with the only successful way it can play. Most of those skills are ultimately just bloat, especially at later difficulties. Most of its skills are Potemkin skills. They're an illusion.
It is not merely a question of melee, ranged, caster, etc. The real question is about gameplay. If two classes nominally play the same way then the differences are merely cosmetic.
It is my belief that every class should have at least two viable builds on normal and most classes should have one or two viable builds on Nightmare and a few should have one or two viable on Insane. Very few classes should have one or two viable builds on Insanity sans exceptional luck.
I believe that every class should have some synergies. A few ought to be obvious and intuitive but others (like duel-wielding staff reavers or using Arcane Combat to proc spells and so on) can be more opaque. This adds richness and discovery, making the class more fun as you gain experience with the game mechanics. There ought to be some surprises in most classes, except for a couple of "basic" classes, again, like the Summoner.
Anyway, those are just my thoughts...