Class-based
Other (objects, etc.) concept
Characters are defined by their class template that dictates what they can do and how they progress.
735
games
63platforms

WIN 1999

OSX 2014-10-28

WIN 2009-10-27

WIN 2006

WIN 1998-04-30

DOS 1996

X360 2012-02-07

WIN 2012-04-19

PS4 2015-06-23

WII 2007-02-22

VITA 2017-06-16

WIN 2006-09-26
The first video game about Class-based was released in 1984.
SSI, 2K Games and Starcraft has published most of these games
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.
Parent group
Class systemsChild groups
Class-based equipment, Sub-classing, Multi-classing, Superclass, Secondary classes, Job systemcompare with these groups