Azarkon said:
galsiah said:
Perhaps not a progression in terms of time, but a progression in theoretical terms.
But what are your theoretical basis for measuring progression?
I'm mostly thinking in idealised terms - i.e. that my perfect system would be skill based. Mainly because I see character versatility as being a large part of what RPGs are about. I'd rather not pick one out of ten defined roles - I like to choose my own role.
It's true that a skill based system will almost certainly take longer to do well. The balancing will be harder, and it'll be more difficult to make certain that all players enjoy the game. It's probably more easy to produce a bad design for a skill based system than a class system, in which case you might encourage all players to play the same character types. So long as you design things reasonably well, this shouldn't be an issue - for single player games at least. Multiplayer / MMORPGs are different matters of course.
In the end, we must judge these systems by their practical, rather than theoretical, implications. A class-based system allows you to discretize the players, thus giving you an easier time in designing and balancing the game while offering them unique, pre-packaged characters that your testers guarantee are fun to play. A skill-based system, on the other hand, has no way of accurately predicting the builds players will do, thus depriving you of both development foreknowledge and the ability to make sure that each player has a good time (as opposed to, say, throwing away the game in disgust after trying two inefficient character builds).
Sure - it's easier to make a class system, just as it's easier to make an adventure game. Both allow much more development foreknowledge and require less testing. If you're developing a game these things need to be considered. It's not that hard to test a skill based system though - it's only necessary to test a decent sample of character builds to be sure that the game is balanced / enjoyable.
Personally I dislike the notion of my character having to be in one of a few categories. If "I'm an elf fighter" is a good description of my character, he doesn't feel much of an individual. With classes the game can provide more information and background, but again I see this as a move toward an adventure type game. In an adventure game it is possible to provide much more depth and specifics on the player character, because there is only one (or a few - but all completely determined). Telling one linear, compelling story is also easier in an adventure game - and I enjoy such games.
However, in an RPG, I want to construct my own character, and play the game in my own way - not to feel I'm having the same experience as every player who chose class X. Of course I also want the game not to have been designed and balanced by idiots - the most important being design: a badly designed skill based system might well be a balancing / testing nightmare; a well designed one should not be. In particular, the class/skill system should obviously be designed in parallel with the gameplay: every character build needs to be playable and enjoyable, with gameplay to suit it. If there are character builds without such gameplay, things need rethinking. A lot of this doesn't need much testing (the basics anyway) - e.g. if your game is a hack and slash dungeon crawl, then don't provide a load of diplomacy skills that'll hardly ever be used.
I'm not saying that this is the way developers should develop RPGs to make more money and please more players. I'm saying that this is the way developers should develop RPGs to please me. I see skill based systems as progress because they do better (when done well) at the quality I most value in an RPG character building system: versatility.
I don't see much that can be achieved through a class system that can't be through a skill system - since a skill system is in some sense a generalisation of a class system. Classes can be added to a skill system easily enough by adding a few pre-defined character builds, as was done in Morrowind [not done well though, of course]. Such predefined builds can have as much description, backstory and uniqueness as you choose to give them.