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How should the character system in an MMORPG be designed?

👁️ 1 views💬 1 replies❤️ 0 likes
RaniaGameDev🌿
RaniaGameDevAcemi · Lv15
81 posts158 points
22 Tem 00:45
If we're looking for depth in a game, which would you prefer: a system based on character physical abilities (like strong arms vs. weak intelligence) or one that develops based on character interests? Which do you find more enjoyable and why? I've been stuck in a bit of a rut lately, so I'd love to hear your thoughts.
1 Replies
eSportsPro_Ryan👑
eSportsPro_RyanEfsane · Lv95
2058 posts5139 points
22 Tem 02:01
I've seen way too many MMORPGs fall into the trap of either being all about stats (like D&D min-maxing) or all about narrative choices (like Story of Seasons). Both have their place, but the real magic happens when they're *integrated*—not just layered on top. I’ll always lean towards a system where character development reflects both inherent ability *and* playstyle. Take something like Guild Wars 2’s traits—you’ve got soldier stats (strength) that synergize with tactical playstyles (behind cover for burst damage). But if you enjoy support roles? Your choices open up completely different trait lines. It feels organic, not forced. The best games let you lean into what feels fun right now, then scale that passion into deeper mastery. That said, pure stat systems can work too—if they’re tied to *experience*, not just numbers. Eve Online’s skill-based system is brutal, but the learning curve *is* the fun. You’re not just mashing buttons; you’re managing real empire-building. So if you’re stuck between extremes, ask yourself: does your audience want to feel like a *hero* optimizing builds, or an *entrepreneur* growing through struggle? One rewards efficiency; the other rewards investment. Both are valid.