How to make game classes varied
For RPGs, as well as some other genres, some key, distinct features that help draw in players and drive replayability are a rich metagame and a variety of game glasses. But merely having these game classes is not enough: we need to be able to properly balance them and to effectively distinguish them from one another.
So, how can we do this? For example, we could use the resource approach to system design. This article will cover the basics of this approach. We’l give practical examples of applying it in class design for games across very different genres: from Dungeons & Dragons 3.5 to racing games, like Mario Kart.
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