So, I'm working on game design document, need some reference for class based games.


(watsyurdeal) #1

So the game I’m wanting to work on has a singleplayer, and a multiplayer mode. The game is heavily influenced by Deus Ex and Ghost in the Shell, and I’m trying to allow multiple ways to play while maintaining reasonable balance.

I have 3 classes in my mind, and each one has a specific role in the game, and multiple ways in which to do it. The end goal, is to allow players to basically customize and personalize each class to fit their playstyle. I find games where people just use a standard loadout all the time boring, I want players to get creative, find different ways to defeat the enemy team’s strat, and fully support it.

The thing is, I don’t know many games that do this on the level I’m expecting to. The closest I’ve seen is stuff like Blacklight or Battlefield, and I don’t want that kind of CoD style shooter. I am wanting to build something closer to Dirty Bomb or Wolfenstein, where fights are longer, so it comes down to aim and strategy rather than who shot first.

Are there any class based games that have done customization well? That have allowed multiple possible ways to play a class, and still have it contribute to the team? Any references here would be a great help.


(B_Montiel) #2

Battlefield bad company 2 is in my mind the best battlefield for the classes and customization parts. This is a subject of discussion, but giving ammo resupply to the class which have also C4 and Claymore is for me a mistake in BF3 and further opus. Their system is still pretty average overall. I did not like the fact that you can pretty much build the same character with the same main weapon and perks in every class.

Even if it’s a first person melee, Chivalry is an interesting example of what can be achievable with different classes which have very distinctive characteristics. I’ve spent around 1200 hours on it, and every class forced you to take a different approach to fight it. For example, the vanguard has slow but very long range weapons (2 handed greatswords, halberds, spears). The man at arm has only 1 handed weapons but has the ability to dodge. Etc. What resulted of this in team oriented games (Yes, there were some sort of comp scene in this game), was teamplay based on synergies between classes. And this was great if you were able to maintain this on long terms. A knight takes the lead while a vanguard is following/covering him. The knight block as much as possible while the vanguard harass from behind. That sort of thing.

You also can’t miss tf2. But in my mind, specific classes are to weak to be good on their own. Medic of course, but not only. Heavy is too big to be left alone. Spy has a too narrow efficiency.

Here were my two cents.


(Ardez1) #3

Maybe for your examples look more at an MMO style of customization and adding it to an FPS game? Similar to what Payday 2 did. Make a skill tree with a lot of good option, but you can’t get everything. Some combinations of perks are more useful in certain situations and styles of gameplay.

I would seriously look at Payday 2 and their skill tree/perk deck system for customization.


(watsyurdeal) #4

A skill tree might actually work, instead of having just classes people get a set amount of points to spend, and spend them on whatever appeals to them.

This way I could keep Medics from having a Sniper Rifle, or a Objective focused character from having a Minigun Augment, sounds good to me. Thanks @Ardez