Tank, Healer and an assortment of DPS. That’s how it goes in MMOGs, right? It’s a long-standing cliche that has endured for nearly fifteen years (Wow, have these games really been around almost two decades?). From EverQuest to World of Warcraft to Rift, the composition of a group has been based on these three archetypes with little difference. Even the sci-fi third-person shooter Global Agenda subscribes.
Gamers have poked fun and complained about the setup, crying for innovation in the stagnate design. Many developers have tried breaking the bounds to offer a unique experience, but not one has truly succeeded. Another round of contenders is coming in 2011/2012.
BioWare is addressing the issue in Star Wars: The Old Republic by enabling every class to heal in some capacity. Current information on the oft-delayed title reveals that if not yourself and comrades, then a player will, at minimum, be able to heal itself. ArenaNet is passing the healers’ duty of resurrection to everyone in Guild Wars 2. Any player on the battlefield will be able to revive a downed ally with a bit of moral support. Or, barring a local teammate, you can self-res with a little determination (killing a mob). Iterations really, not rethinking the classic composition.
Developer Bluehold Studio and Publisher En Masse Entertainment are taking it a bit further in the action-oriented MMORPG TERA, as explained in a recent post. En Masse’s Scott James Magner bluntly states “we’re redefining [the holy trinity] as we move into the next generation of online games.” Continue Reading







