Tyler Versus the MMO Trinity, Part One: The Groundwork

I think there’s a rule somewhere that if you blog about MMORPGs, at some point you need to do a rant about the “holy trinity” of group roles (tank, healer, DPS). For or against, it doesn’t matter. You just have to do one. I have decided, if only out of a sense of obligation, that it is time for me to undergo this time-honoured rite of passage.

My warlock tanks a Kor'kron commander during Battlefield: BarrensThis is a very complex topic, and I wish to be thorough, so I will be doing this a series of no less than three posts.

Oh, yeah, I’m milking this one. Milking it dry, baby!

Introduction:

To start with, I’m going to lay out the basics: my view on the trinity and its flaws.

If I had to pick a side in this endless debate, I would go with the “against” faction, but really my view is more nuanced. There are some people who truly hate the trinity, who want it dead and buried, but I’m not one of them. I’m not a particular fan of the trinity, but it’s a functional system that has been well-polished over the years. I play plenty of games with the trinity, and I enjoy group content in these games well enough.

What does bother me is when people start to treat the trinity as be-all and end-all, the only system under which you can have interesting group mechanics.

This is of course nonsense. The vast field of non-MMO multiplayer games without the traditional trinity (at least as we see it in MMOs) quite thoroughly debunks such a notion. ARPGs like Diablo are an especially good example — they share much of the same DNA as MMOs, have nothing resembling a rigid trinity, and offer fun and satisfying group play.

Slaughtering enemies in Diablo III's Ruins of Sescheron zoneWhat I am sick of is the trinity being the default setting. I don’t mind that it exists, but I do mind that there’s almost no escape from it. It’s one option among many, and it doesn’t need to be as stiflingly omnipresent as it is. If you take nothing else from my trinity of trinity posts, let it be this: I want variety.

That’s not to say the trinity doesn’t have its virtues. The biggest, in my mind, is offering a variety of playstyles. It gives classes and builds clear identities and sharply distinct ways of operating. That’s a good thing.

But the trinity also has many flaws. Let’s go over some of the biggest:

It spreads responsibility disproportionately:

This is possibly the biggest issue. Under the traditional trinity, there is a wild disparity in the responsibility placed on different roles.

With only a single tank or healer in the average group, those two individuals face tremendous pressure. A single mistake by either can not only get themselves killed, but the entire group.

The Shadowmoon Burial Grounds dungeon in World of Warcraft: Warlords of DraenorAnd the MMORPG community is not forgiving. One mistake, and you run the risk of being verbally raked over the coals and/or summarily kicked from the group. Even when things are going well, the pressure is constant. It’s very hard to relax while playing as a tank or healer, and that’s not a good thing for a game, or any form of recreation.

Meanwhile, damage dealers have no such worries. It’s possible for them to screw up badly enough to wipe the group, but the odds of that happening tend to be a lot lower. If a DPS dies, it’s an inconvenience, but rarely crippling. It’s far less stressful.

I firmly believe this is the main reason why DPS tends to be overwhelmingly the most popular role. I know it’s why I spend so much more time playing DPS than anything else, even though I like the mechanics of the other roles.

This ties into the next issue…

It makes finding groups difficult:

We’re all familiar with this. Because DPS outnumber tanks and healers so utterly, it makes finding groups as a DPS far more difficult. You can end up waiting twenty minutes or more, and that’s if your game has auto-grouping. Heaven help you if it doesn’t.

A dungeon boss battle in Skyforge's betaMeanwhile a tank can find a group as quickly as they click the queue button or type the words, “Tank LFG.”

It’s unrealistic:

Immersion is very important to me. It’s the great strength of the RPG genre, the ability to fully inhabit another life, another world. The trinity, however, is an absurdly gameified system that shatters said immersion. It could not be more divorced from real combat, and it rips you right out of the experience, forcibly reminding you this is merely a game.

The purpose of the trinity is to bring order to combat, but combat isn’t orderly. It’s anything but, especially in a pseudo-Medieval setting. Do you have any idea how often soldiers in the old days ended up stabbing their own allies because things were just that chaotic?

“But they’re fantasy games! Realism doesn’t matter!”

Yes, and no.

Nobody’s expecting a highly realistic experience from an MMORPG. I doubt anyone truly wants one. But there is the issue I love to raise: verisimilitude. A game need not be true to life, but it should create a convincing illusion of truth. I should be able to suspend my disbelief.

A cinematic of the Iron Tide invading during World of Warcraft's pre-expansion eventI can’t suspend my disbelief for the trinity. It’s too ridiculous. Every enemy develops tunnel vision on the one person who presents the least threat, magically ignoring everyone else, who just stand around doing their thing unmolested.

It doesn’t even make sense within the fantastical absurdity of a fantasy setting. There is no lore justification for the trinity. Imagine the initial Dark Portal cutscene from Warlords of Draenor under trinity rules. The entire Iron Horde dog-piles Maraad while Thrall stands in the background spamming chain heal and Khadgar just sits perfectly still firing off arcane blasts with impunity.

That would have been one crumby cinematic.

The other thing is that the point of unrealism in games is to make things more exciting than reality. Is it realistic when Anjali leaps into the air and crashes down on her enemies in a blaze of holy fire? Hell no, but it’s awesome, so who cares?

The trinity isn’t awesome. It’s functional, but not awesome. There’s nothing about the trinity that heightens the thrill of battle. Its artificiality is an unpleasant side effect, not a desirable feature.

It compartmentalizes combat too much:

Under the trinity, you only experience a narrow sliver of combat at a time. Only tanks directly interact with enemies, only healers directly interact with allies, and only DPS make a real impact on enemies and have the satisfaction of those big, juicy numbers.

My Hell Raised group in The Secret WorldYes, you can play multiple roles to get the full experience, but you’re still only seeing one part at a time. In a discussion about this on another blog aways back, I said it was like eating a piece of bread, then a wad of peanut butter, then another slice of bread. It’s the same meal in the end, but it’s more enjoyable in the form of a peanut butter sandwich.

It doesn’t mesh with solo play:

The interesting thing about the trinity is that it can screw things up even when you’re playing alone.

Soloing as a tank or healer is infamously painful, which is probably another reason they tend to be relatively rare. Games have gotten better over the years at making questing as a non-DPS less Hellish, but it’s still significantly sub-optimal.

Similarly, tanking and healing can’t exist outside of a group. You’re essentially a crippled DPS at that point. This is especially true of healers; at least there’s some overlap between tanking in a group and playing as a tank solo.

This means tanks and healers can never really practice their skills without risking a whole group of players. Coupled with the social pressure mentioned above, this presents a massive barrier to entry for these roles. DPS may not play exactly the same in groups as they do solo, but the basics are the same, and if you’re stepping into early content, you can pretty much just do what you would when questing and at least do okay. Tanks and healers have no such luxury.

* * *

So those are the main problems with the trinity, at least as far as I’m concerned. Next time, I’m going to look at some of the best group experiences I’ve had without the traditional trinity to help illustrate that things can work and work well without it.

SW:TOR: Agent Story Completion and the Switch to Preferred

Last night, I at last wrapped up the Imperial agent class story in Star Wars: The Old Republic. In the end, it did actually manage to live up to the hype that has surrounded it for so many years. It’s definitely going down as one of my favourite Bioware stories to date.

My Imperial agent's team of companions in Star Wars: The Old RepublicIt’s very much a slow burn story. There’s not necessarily any point of it that’s boring, but it does take a long time to get to the stuff that’s truly memorable. But once it finally hits its stride, it’s well worth the wait.

I don’t know how the agent story compares to the other class stories, but I have to say this didn’t feel like just a class storyline to me. It felt like the main plot of the game. It wasn’t pared down or seemingly unfinished or otherwise lacking the way class or faction-specific content in other MMOs tends to be. The Imperial agent storyline could easily have worked as a standalone RPG.

As always, Bioware’s skill with character writing shone through. By the end, I was reflecting on how attached I had become to Vector, Lokin, and Temple (I’m still airlocking Kaliyo and SCORPIO at the first opportunity), but what was even more impressive was the deep, violent hatred I had developed for my enemy.

It has been a long time since a villain or group of villains — in any medium — has inspired such a depth of loathing in me. Maybe Adrian Zorlescu in The Secret World.

Bioware’s excellent character development really does go both ways. They can make you absolutely adore a character, but they can also build a character who is so vile, so insufferably smug and irritating, so utterly despicable that it’s all you can do not to punch your monitor every time they appear.

My agent takes her shot during the climax of the class story in Star Wars: The Old RepublicI also found the ultimate conclusion of the story immensely satisfying. Looking online afterward, I was surprised to discover just how many different variations on the ending there are, but it looks like I got the best one. The best for my particular head canon, anyway.

It does make me a bit sad that Bioware didn’t have the resources to continue the class storylines, but it’s obvious they never could have. Even WoW doesn’t have that kind of resources. It can’t be done — they simply bit off more than they can chew.

I hope I at least get to see Keeper again. I like the cut of her jib. Would love to see her become a full companion somehow at some point. I know it’s not too likely, but a man can dream.

Speaking of companions, that is one minor blemish on the experience. Companion stories could have been handled better.

Let me summarize the climax of every companion story for you:

The skylines of Corellia in Star Wars: The Old RepublicCompanion: “I’m going to do a cool thing.”

Me: “Can I come?”

Companion: “No.”

Me: 😦

And then the camera fades out briefly, and the companion returns to tell you of their adventure. I imagine it’s another resource issue, but there were companion missions in the early game that let you go out and do things. You’re telling me I have to trek to the ass end of the galaxy to help Kaliyo get revenge on someone who talked back to her five years ago, but I can’t be there for my boyfriend on the most important day of his life?

It’s not right, man.

The layout of companion content is odd, too. New conversations are relatively rare in the early parts of the game, but near the end, they’re popping up after nearly every mission. I don’t know why they couldn’t have been spread out more.

Same deal for unlocking companions. I was stuck with nothing but Kaliyo for a huge stretch of time, but I acquired SCORPIO so late I’m not sure why they bothered including her at all. Why couldn’t they space those out better?

Vector Hyllus and Eckard Lokin in Star Wars: The Old RepublicStill, this is on the whole a minor nitpick that doesn’t much detract from an otherwise excellent experience.

Of course, there’s still plenty to do. I still have expansion content awaiting me on my agent, though as I’ve said before I’m not in any rush to do so. I’m not sure my patience will last, but right now what I’d like to do now is finish one or two more class stories (at least consular to see the Republic side of things, and maybe inquisitor as well) to get a full view of the launch story before moving on to expansions.

I may also end up playing other alts down the line, too. Both knight and warrior have companions I want to get to know, and I’m still somewhat intrigued by the trooper story, even if the class itself didn’t impress me much. Bounty hunter is tempting as well, purely because I’m a Grey DeLisle fanboy.

I don’t think I’ll be done with SW:TOR anytime soon. This is why I followed through on my original plan of cancelling my subscription and buying enough cartel coins to eliminate the worst restrictions. Which brings me to…

Making the switch from sub to preferred:

As I wrapped up the agent story, I was also getting used to life as one of the unwashed masses without a subscription.

The streets of Voss-ka in Star Wars: The Old RepublicOn the whole, it hasn’t been too bad so far. It’s very different from what I had been expecting; either the information I had read was out of date, or I had misinterpreted it. Probably a little of both.

Firstly, action bars. I had been led to believe I would lose access to some of my action bars after the switch, but this was not the case. Nothing changed. Granted, I don’t use the full compliment of action bars, but at the same time, I can’t imagine why you would need to, even considering SW:TOR’s outrageous case of button bloat.

Similarly, I had been led to believe I would be limited to six character slots, which would force me to decommission one character (likely the level 60 smuggler I made purely to farm Gree reputation), but I actually have eight, which allows me to have one of each class. Will come in handy if I ever decide to make that bounty hunter.

I had also been led to believe my cooldowns for quick travel type abilities would go up significantly after I let my sub lapse, but they didn’t change at all. With full legacy perks, this means I have no cooldowns at all on quick travel and the fleet pass.

But one thing I had never seen mentioned is that I can no longer use my stronghold to reach the fleet or my ship. The good news is the legacy perk to teleport to my ship isn’t too hard to get, so it’s not the end of the world.

My stronghold in Star Wars: The Old RepublicIn the end I had to buy less unlocks than I expected to. Kind of frustrating that I bought more cartel coins than I needed to, and I’m not sure what to do with the leftovers. I bought some extra legacy perks (rocket boost FTW) and stronghold decorations, but I’ve still got over a thousand left. Despite having some of the most aggressive monetization in the industry, SW:TOR has a surprisingly unappealing cash shop. Usually I buy clothes in these things, but most of the outfits are less interesting than what I already have, or too expensive.

My agent has been max level for ages, so I can’t judge the impact of the reduced XP until I spend more time with alts, but as a subscriber I was always well ahead of the level for each planet I was on, so I can’t imagine it’ll be too problematic.

The one thing that is bothering me, surprisingly, is the credit cap. I’ve never been very wealthy in the game, so 350,000 credits seemed like a nice high ceiling, but turns out I hit it quicker than I thought, and the warning messages about approaching the limit are far more insistent than I realized. It’s irritating, especially as I slowly run out of things to buy.

Still, on the whole, life as a preferred player isn’t half as bad as I had feared. So far, anyway.

This ultimately only further baffles me in regards to Bioware’s decision-making. Supposedly the point of their free to play model is to offer a free trial and then entice people to stay subscribed, but it doesn’t work. The absolute worst experience you can have in SW:TOR is as a new, level one player who hasn’t paid before. The later in the game you get and the more you’ve spent in the past, the less reason there is to keep spending.

It’s like the world’s wonkiest buy to play model.