I’ve had an idea for a new post series; we’re going to be taking a look at the essential elements of specific genres. There’s a difference between designing a game that has those elements vs. an actual game of the genre. For our first discussion, we’re going to dive into the RPG genre and find out what makes it tick.
Today’s Critical Thought is on the design of class-based archetypes in RPGs. RPGS like Etrian Odyssey and the Darkest Dungeon went with a different philosophy in terms of classes, and were better off because of it.