[Continued from The Pursuit of Balance Part I]
To be sure there are some good things about extreme balance. It makes PuGs a lot easier to assemble if everyone can both put out high DPS and take a few hits. I have even seen developers brag about game designs where "everyone is a DPS, no-one has to play a tank." Homogenization also helps eliminate new player traps on the character creation screen. It really sucks to put 100 hours into a character and then find out you will never be particularly good at the class role you have chosen. You don't have to worry about that in modern MMOs because if two classes can fill the same role at all, they will tend to have a very similar cap on how effective they can be at it. That's far from a terrible thing.
To be sure there are some good things about extreme balance. It makes PuGs a lot easier to assemble if everyone can both put out high DPS and take a few hits. I have even seen developers brag about game designs where "everyone is a DPS, no-one has to play a tank." Homogenization also helps eliminate new player traps on the character creation screen. It really sucks to put 100 hours into a character and then find out you will never be particularly good at the class role you have chosen. You don't have to worry about that in modern MMOs because if two classes can fill the same role at all, they will tend to have a very similar cap on how effective they can be at it. That's far from a terrible thing.
However I also can't help but feel like we have lost something that originally attracted to me to MMOs. Different classes used to (and in older MMOs generally still do) have wildly different capabilities. This forced you to approach the game from a completely different perspective when you played different classes. I may never have to worry about spending a month of my spare time raising a cripple, but I also won't need to approach modern games from as many angles. A game with deep, highly varied systems helps create the illusion that you are immersed in a different reality. Class diversity can be a big part of that.
Take Dark Age of Camelot. The developers have cut the PvE experience back so much in the last few years that it only takes a few weeks or months to see almost all of it. Yet when I first restarted this blog a few years ago, I had been wildly entertained for a solid year doing nothing but trying out different classes. The way that classes play is incredibly diverse there. Learning how to play a mushroom summoner (Animist) teaches you almost nothing about how to play a melee DPS (e.g., Blademaster). Just getting the basic attack combos down with a class you've never tried before might take hours. Things that are easy to do on some classes are completely impossible when playing others. It's not always fair, especially in PvP matchups that tend to go a lot like rock-paper-scissors, but it also leads to gameplay that is incredibly varied.
It doesn't seem to me that there has ever been much of a conversation about whether extreme class balance/ homogenization is a good thing or a bad thing, save for players whining when developers get it wrong. Because of this, developers keep sanding down the rough balance edges, or revising old designs that seemed flawed, and we just sort of ended up where we are now. For better or worse, in most modern games you can pick any class you want on the character creation screen and have a pretty similar experience playing through most of the content. No matter what class you decide to try, you'll probably never find that you need to radically re-evaluate your approach to moment-to-moment gameplay, at least once you've gotten the basics of a game down.
I'll return the the example I started with because almost anyone reading this blog is probably familiar with it. Consider how much more varied playing different classes is in WoW Classic compared to Retail. Totems on a Shaman, hunting down rare animals to tame to learn new skills on a Hunter, convoluted quests to earn new summons on a Warlock. Heck, even running out of mana constantly on a Balance Druid. That's the kind of diversity we've lost from much of the genre. I have mixed feelings about whether the balance we've gained is ultimately worth it.