One of the more maligned attributes of MMOs like World of Warcraft
is the ‘trinity’ system of gameplay. Under this system, each player’s role is divided into one of three categories, namely Healer (keep your pals alive), Tank (absorb the enemies’ damage) or DPS (“Damage Per Second” - blast your enemies to smithereens). Many players feel that this is a very limiting setup -- they feel pigeonholed into one role and must continue casting a single set of spells or stabbing over and over until any particular encounter is over. This ‘key-mashing’ can become boring and frustrating to long-time players and can lead to all sorts of complaints.
1. watch the health of the current target of a boss and heal them if necessary
2. attack the boss
3. avoid taking damage yourself
Instead of 3 roles to choose from, there’s only one. It transforms a complex group dynamic with some choice as to what role you play into a glorified single-player experience. No matter how you prefer to play, you’re stuck playing the same game as everyone else.
Simplicty: Like it or not, MMOs are more fun to play in groups where people know their role. Fitting people into specific roles makes it much clearer what each member of a group should be doing. Now just to be clear, I’m not advocating simple encounters. Boss fights that include complex mechanics like AOE damage or positional attacks are great. There is no reason that players should be able to ‘phone in’ a boss fight, but I don’t believe that there should be any discussion about what any individual players’ role is either.
The trinity style of gameplay is the most interesting and immersive way to structure an MMO that I’ve come across. The ability to play a single complementary role in concert with others is a cornerstone the MMORPG genre. It allows true teamwork rather than merely allowing players to play the same game side-by-side with others.