Class-based
Other (objects, etc.) concept
Characters are defined by their class template that dictates what they can do and how they progress.
760
games
67platforms
FLA 2010-03-18
WIN 2017-06-20
SNES 1999-09-01
WIN 2012-12-04
MAC 1985
WIN 2011
WIN 2007-04-24
PS2 2002-09-24
PS3 2013-07
WIN 1997-11-24
AGA 2006
W31 1995
Contrast: classless
Children:
* Multi-classing
* Sub-classing
Related:
* Class-based equipment
* Premade characters - in case each class is represented by separate characters
Children:
* Multi-classing
* Sub-classing
Related:
* Class-based equipment
* Premade characters - in case each class is represented by separate characters
In some games characters can have multiple classes (multi-classing) that are used simultaneously, relieving some of the restrictions of systems that allow only single class, but still ultimately suffer from the same limitations.
Actual limitations between classes may be minimal, but still significant enough that playing outside the chosen class is extremely inefficient.
This limitation can be less artificial by forcing players to join guilds or similar organisations that are the only source of learning anything useful beyond some basic set of skills everyone has.
Most obvious cases of class-based systems are that you can't learn anything without having a class and/or there are items only usable by certain classes.
Useful in some types of multiplayer games where people can have clearly defined roles which others can easily identify.
In eastern/console-style RPGs each unique character represents a class rather than the class being something they've chosen or can choose. Often accompanied with the player having no choice of class for the protagonist.
Actual limitations between classes may be minimal, but still significant enough that playing outside the chosen class is extremely inefficient.
This limitation can be less artificial by forcing players to join guilds or similar organisations that are the only source of learning anything useful beyond some basic set of skills everyone has.
Most obvious cases of class-based systems are that you can't learn anything without having a class and/or there are items only usable by certain classes.
Useful in some types of multiplayer games where people can have clearly defined roles which others can easily identify.
In eastern/console-style RPGs each unique character represents a class rather than the class being something they've chosen or can choose. Often accompanied with the player having no choice of class for the protagonist.
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Child groups
Class-based equipment, Sub-classing, Multi-classing, Superclass, Secondary classes, Job system
Games by year
The first Class-based video game was released in 1981.