The Problem with having no Roles
There are two primary problems with not having roles.
1) It undermines group cohesion.
2) It makes the difficulty curve hard to gauge and build around.
Currently, GW2 tries to have you do everything all at once, to varying degrees.
DPS isn’t a role if everybody is doing it all the time.
And so you don’t need anybody for anything particular, other then numbers.
Further more, your highly limited in how you can interact with others, to little more then combo fields, boons and poultry healing.
However for all intents and purposes, gameplay between single and multiplayer does not change, you gain nothing from playing with people.
The ultimate example of this in action is WvW. Far from working in tight nit groups, or well organized militia, you instead get noise and chaos. Big mindless zergs that rush around from one engagement to the next, where you become little more then a foot-solider, and your skills become irreverent.
It’s not that you can’t get highly organized groups, but you have to go out of your way and fight against the mechanics of the game in order to do so. It’s not a natural state.
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But also I feel that the lack of roles also hurts the difficult and challenge in this game, making it rather lopsided. Either comically easy, or ridiculously hard, with nothing in-between.
A raid or dungeon experience for instance, would have to constantly teetering on the edge of success and failure, where if someone doesn’t do their job, everyone loses.
Which makes victory all the sweeter when you succeed.
This is done because of math. With the healer/tank/dps system, you know exactly how much healing or dps, tanking etc, somebody is able to do, and calculate this out as a clear mathematical value.
Then the instance can be fine tuned to this calculation, so as to have the difficult just so to keep it engaging and rewarding, and allow for tests to check that people are able to do their job. A good dungeon experience will test each role equally.
For example, I did Ifrit Hard Mode the other day, and while the first couple of PUG’s went well, the 3rd had dps that wasn’t up to snuff. Ifrit has a phase where he summons nail adds, and if you don’t kill them before he does his special attack, you all die.
It’s a clear dps check.
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But GW2 doesn’t, and I would argue cannot do this. Because everyone is doing everything, and no one is relied on for anything particular, the difficult curve now has to account for everything. You have no idea who or what’s going to be there, or what they can do, so you have a difficult curve that is set to accommodate everything.
Making it effectively impossible to make challenging content that applies to everyone evenly.
It’s like trying to figure out a mathematical problem, when you don’t know what the values are. The answer could be anything.
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Self Sufficiency vs Group Roles
Often times in MMO’s I see these two things run in opposition to each other, but their not mutually exclusive. Being self sufficient often leads to a better single player experience, as there is not obstacle or challenge you can’t overcome with the resources that you have available.
Where clear roles allows for fluid group interplay and challenging content designed around said roles.
Again, FFXIV gives us a good example here.
I play as a healer whenever possible, and here I play a Scholar.
Normally in a lot of MMO’s, healers either cannot do any real damage, or they are forced to pick either their healing or mediocre damage, not both. Then this is coupled with content when your only ever killing things, designed for DPS, which itself is ladened with grind.
And so when killing things is 5 times slower, the single player experience for healers in that kind of game becomes a living nightmare. TERA, I’m looking at you.
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However in FFXIV, I can do damage as a Scholar, a reasonable bit in fact, more then enough for all the solo content without a lot of grind involved, as well a diversity of content. Naturally my dps doesn’t hold a candle to an actual dps, and I never had to pick to have one of the other.
But when I get into a dungeon, because of how fine tuned the content is, I don’t have the time to do anything other then heal. Sure I can throw out a dot once and a while, but the incoming damage is consistent and high enough that I need to be doing my job above all else.
With the occasional healer check, I feel mighty proud of myself when I am made to do a job, and I end up doing it well. It’s a very rewarding experience.
And then I can just go back to whatever I was doing.