The holy trinity is a topic that has been thrown around a lot this past year or so, what with Star Wars The Old Republic following World of Warcraft‘s trinity based system and gamers getting their first real taste of Guild Wars 2‘s break from the standard system.
Now it appears Wildstar decided to ask this pivotal question to their community in their weekly Uplink Analysis. The community had very insightful views, ranging from “the system works because it’s simple” to “developers are too lazy to go outside the safety of this system”.
The conversation even dipped into whether DPS is less stressful, and many know that tanking is dealing with both the monster and the group for control. Healing is fighting everyone to give support, and dealing damage is learning how to die in the fastest most efficient way possible or if you’re actually good, dealing damage while dancing with mobs.
A group in the Wildstar community says the system works and this is why we see it with other games. Some said it was the backbone of group play, while others said that while freedom is nice, the overwhelming task to construct such freedom would be too costly/time consuming to design so the holy trinity is, in a way, a necessary evil.
Which lead into the idea that programmers could be at fault for this system.
The community made a distinct claim that programmers are either unimaginative for not looking outside of the trinity, or developers were effectively hurting the gamer by forcing them to choose a role that may not fit their play style.
While play styles can be vastly unique and it’s difficult for a developer to know all the ways a gamer will want to play their game, being given a limited choices of game play for that character is also just as bad.
But is this problem partly because of the design philosophy of MMO’s today?
If you were given the choice of having a select number of abilities to choose from but you had to deal-with-flavor-of-the-month character builds versus having a set play style based on roles, which route gives you more freedom?
Hard thing to answer because players will undoubtedly dislike having that one build rock one month only to get hit with a nerf bat the next, while trying to squeeze into a play style that may fit will but might always feel unnatural.
The best thing that gamers could ever hope for is that developers use or learn to use incomparables.
If you’re unclear on what incomparables are: take two abilities, one will give you a snare you can only use on one player but you can do so while running. The other ability will let you create a wall to stop multiple targets. The choice depends upon the player to decide which ability will complement their playstyle.
At the end of the day, gamers will find their niche in an MMO. Creating a character, mastering their class, and refining all the nuisances that class has. Whether or not the group system in their game has the trinity system will not matter if a player truly enjoys the game.
Leave a comment below and let us know where you stand on this topic.
Do you feel humans naturally lean towards efficiency/roles or is there something else at work?










