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Thread: Theory behind class design in rpgs and general video games?

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    SqueezyTime's Avatar
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    Devs usually base class design on the idea that you have to have defensive classes, damage classes and support classes. For the most part that's pretty much how any class-based RPGs work.

    I can't imagine how you could make a class-based crafting RPG. It'd be more like a job simulator lol. Final Fantasy XIV does have several crafting/gathering classes outside of their combat classes, though.

    Obviously the most important parts of class design are making sure they are unique and balanced. In a lot of class-based RPGs I see, some of the classes are basically just the exact same thing with a different look. The playstyles are exactly the same but they wield different weapons and wear different armor. Their skills/abilities are just renamed versions of the same thing. It's very common. Also very common is RPGs that have the one class with the stat/skill combo that can be exploited to own everything in the game with ease.

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    Orc's Breathmint Reputation: 10

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    any ideas?????/

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    Orpheus's Avatar
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    Please, edit your posts instead of mindlessly bumping your thread.

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