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	<title>Comments on: Musings: Scrap the &#8220;Tank&#8221;</title>
	<atom:link href="http://www.permanoob.com/2007/1001-ideas/10/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.permanoob.com/2007/game-design-concepts/10/</link>
	<description>Game design commentary from someone who doesn&#039;t know any better</description>
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		<title>By: Yoinx</title>
		<link>http://www.permanoob.com/2007/game-design-concepts/10/#comment-11</link>
		<dc:creator>Yoinx</dc:creator>
		<pubDate>Sun, 14 Jun 2009 23:04:30 +0000</pubDate>
		<guid isPermaLink="false">http://permanoob.com/2007/game-design-concepts/9/#comment-11</guid>
		<description>Some MMO&#039;s use tanks, but offer other choices as well.

For instance, EVE online has the normal tank setup in PVE, but you can also spider tank. Everybody does some repping (healing) so, if any person takes aggro everyone can focus on keeping that guy alive WHILE doing their damage.

You could do the same in WOW with a group of nothing but pallys in theory as well.

So, tanks arent *needed* they just make it easier.</description>
		<content:encoded><![CDATA[<p>Some MMO&#8217;s use tanks, but offer other choices as well.</p>
<p>For instance, EVE online has the normal tank setup in PVE, but you can also spider tank. Everybody does some repping (healing) so, if any person takes aggro everyone can focus on keeping that guy alive WHILE doing their damage.</p>
<p>You could do the same in WOW with a group of nothing but pallys in theory as well.</p>
<p>So, tanks arent *needed* they just make it easier.</p>
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		<title>By: VGC</title>
		<link>http://www.permanoob.com/2007/game-design-concepts/10/#comment-10</link>
		<dc:creator>VGC</dc:creator>
		<pubDate>Fri, 06 Mar 2009 18:46:57 +0000</pubDate>
		<guid isPermaLink="false">http://permanoob.com/2007/game-design-concepts/9/#comment-10</guid>
		<description>In D&amp;D descriptions, HP is not necessarily represented in hits taken. While that is the way it is seen in WoW, in D&amp;D, HP represents not only physical damage, but fatigue, perhaps even luck. If a fighter has 130 HP, and by the end of the fight, he has 25, that doesn&#039;t mean he lost two arms, he just spent a whole battle dodging, twisting, getting smaller cuts or hits, and made successful dodges. Maybe a 50 damage hit is a stab to the face, but a 10 damage hit is just the fatigue of dodging arrows and axes.</description>
		<content:encoded><![CDATA[<p>In D&amp;D descriptions, HP is not necessarily represented in hits taken. While that is the way it is seen in WoW, in D&amp;D, HP represents not only physical damage, but fatigue, perhaps even luck. If a fighter has 130 HP, and by the end of the fight, he has 25, that doesn&#8217;t mean he lost two arms, he just spent a whole battle dodging, twisting, getting smaller cuts or hits, and made successful dodges. Maybe a 50 damage hit is a stab to the face, but a 10 damage hit is just the fatigue of dodging arrows and axes.</p>
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		<title>By: noob</title>
		<link>http://www.permanoob.com/2007/game-design-concepts/10/#comment-9</link>
		<dc:creator>noob</dc:creator>
		<pubDate>Tue, 28 Oct 2008 06:44:51 +0000</pubDate>
		<guid isPermaLink="false">http://permanoob.com/2007/game-design-concepts/9/#comment-9</guid>
		<description>Looks like I missed the proverbial boat here. I was shocked to find (fairly recent) comments on this piece... I wish I had stopped by a couple months back.

Apparently this piece must have gotten some play somewhere to have attracted people to this site a year after the fact.

So, having missed the opportunity to actually engage in some kind of timely discourse, I&#039;ll weigh in with my repetitive statement that it may be that doing away with the &quot;tank&quot; archetype is impossible.

I realize that RPG and MMORPG folks do not want to exist in a world where a single arrow through the neck, or dagger in the back would do in a character independent of their &quot;stats.&quot; Hit points are the convention here, it&#039;s not like some Counter-strike style twitch game. 

So should there be a happy medium? Is there some way to include a little bit of realism to the fantasy, or is the convention really the only way?

Faucet Eye mentioned a few examples of tanks, but only one of the four applies.

The only one of the four mentioned (Aragorn, Conan, Chewbacca and The Thing) that fits the current &quot;tank&quot; archetype is The Thing. A blaster or lightsaber would kill Chewie as certainly as it would an armored stormtrooper. Swords and arrows would quickly end Conan&#039;s reign if he were to simply puff out his chest and say &quot;go ahead and put it in me... that&#039;s what your mom said earlier today.&quot; And Aragorn certainly did his best not to require elven healing despite the comeliness of his favorite nursemaid.

Only The Thing talks trash at his opponents while allowing himself to be bludgeoned, shot at, exploded, flung or death ray-ed until either he, or his foe finally gave in to exhaustion.

Maybe this is what fantasy games had in mind all along?</description>
		<content:encoded><![CDATA[<p>Looks like I missed the proverbial boat here. I was shocked to find (fairly recent) comments on this piece&#8230; I wish I had stopped by a couple months back.</p>
<p>Apparently this piece must have gotten some play somewhere to have attracted people to this site a year after the fact.</p>
<p>So, having missed the opportunity to actually engage in some kind of timely discourse, I&#8217;ll weigh in with my repetitive statement that it may be that doing away with the &#8220;tank&#8221; archetype is impossible.</p>
<p>I realize that RPG and MMORPG folks do not want to exist in a world where a single arrow through the neck, or dagger in the back would do in a character independent of their &#8220;stats.&#8221; Hit points are the convention here, it&#8217;s not like some Counter-strike style twitch game. </p>
<p>So should there be a happy medium? Is there some way to include a little bit of realism to the fantasy, or is the convention really the only way?</p>
<p>Faucet Eye mentioned a few examples of tanks, but only one of the four applies.</p>
<p>The only one of the four mentioned (Aragorn, Conan, Chewbacca and The Thing) that fits the current &#8220;tank&#8221; archetype is The Thing. A blaster or lightsaber would kill Chewie as certainly as it would an armored stormtrooper. Swords and arrows would quickly end Conan&#8217;s reign if he were to simply puff out his chest and say &#8220;go ahead and put it in me&#8230; that&#8217;s what your mom said earlier today.&#8221; And Aragorn certainly did his best not to require elven healing despite the comeliness of his favorite nursemaid.</p>
<p>Only The Thing talks trash at his opponents while allowing himself to be bludgeoned, shot at, exploded, flung or death ray-ed until either he, or his foe finally gave in to exhaustion.</p>
<p>Maybe this is what fantasy games had in mind all along?</p>
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		<title>By: Jamie B.</title>
		<link>http://www.permanoob.com/2007/game-design-concepts/10/#comment-8</link>
		<dc:creator>Jamie B.</dc:creator>
		<pubDate>Fri, 29 Aug 2008 05:07:09 +0000</pubDate>
		<guid isPermaLink="false">http://permanoob.com/2007/game-design-concepts/9/#comment-8</guid>
		<description>I would venture to guess that one aspect of an answer to your question would be that game developers are too budget-tight/lazy/dumb to provide better AI for monsters/NPCs. If they had better AI, you can bet your ass they&#039;d attack multiple player characters, thus spreading out the damage and mitigating the need for a &quot;tank.&quot;

Of course, this &quot;answer&quot; only applies to computer games, and not to RPGs like D&amp;D - in that case, the DM is just fail. :)

Time for anecdata:

In the couple of times I&#039;ve dabbled in D&amp;D, having a tank barely helped, because at starting levels everyone gets their ass kicked by everything. Sensible.

In the time I&#039;ve played WoW, I&#039;ve come to despise tanks. Mostly because they are THE, number one, most difficult-to-find class on my server. ARGH. In this situation especially, I am fully of the opinion that the tank-system needs to be revised. It is ridiculous and fun-reducing to be forced to rely so fully on one character.

RAWR. :)</description>
		<content:encoded><![CDATA[<p>I would venture to guess that one aspect of an answer to your question would be that game developers are too budget-tight/lazy/dumb to provide better AI for monsters/NPCs. If they had better AI, you can bet your ass they&#8217;d attack multiple player characters, thus spreading out the damage and mitigating the need for a &#8220;tank.&#8221;</p>
<p>Of course, this &#8220;answer&#8221; only applies to computer games, and not to RPGs like D&amp;D &#8211; in that case, the DM is just fail. <img src='http://www.permanoob.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Time for anecdata:</p>
<p>In the couple of times I&#8217;ve dabbled in D&amp;D, having a tank barely helped, because at starting levels everyone gets their ass kicked by everything. Sensible.</p>
<p>In the time I&#8217;ve played WoW, I&#8217;ve come to despise tanks. Mostly because they are THE, number one, most difficult-to-find class on my server. ARGH. In this situation especially, I am fully of the opinion that the tank-system needs to be revised. It is ridiculous and fun-reducing to be forced to rely so fully on one character.</p>
<p>RAWR. <img src='http://www.permanoob.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Ephemeriis</title>
		<link>http://www.permanoob.com/2007/game-design-concepts/10/#comment-7</link>
		<dc:creator>Ephemeriis</dc:creator>
		<pubDate>Fri, 29 Aug 2008 01:50:19 +0000</pubDate>
		<guid isPermaLink="false">http://permanoob.com/2007/game-design-concepts/9/#comment-7</guid>
		<description>Tanks exist because it&#039;s a good way to quickly and easily break up group roles.  

One guy does good damage, but can&#039;t take a hit.  One guy can get pummeled for hours, but can&#039;t kill anything.  Another guy maybe has range attacks, but is useless in melee.  Someone else can heal, but doesn&#039;t do much damage.

They&#039;re all very simple and specialized roles which may or may not have real-life/literary/fictional counterparts - but it makes the job of the game developer much easier.

You don&#039;t have to worry about any one class being overpowered, because they&#039;ve got built-in drawbacks.  And you don&#039;t need to work too hard to make people group up, because the game mechanics do that for you.

In games where a single character can, more or less, do it all themselves you&#039;ll see very little incentive to group up.  Look at something like Diablo II or Hellgate, where the entire game could easily be soloed...  Even when you were doing multiplayer there was seldom any actual cooperation.</description>
		<content:encoded><![CDATA[<p>Tanks exist because it&#8217;s a good way to quickly and easily break up group roles.  </p>
<p>One guy does good damage, but can&#8217;t take a hit.  One guy can get pummeled for hours, but can&#8217;t kill anything.  Another guy maybe has range attacks, but is useless in melee.  Someone else can heal, but doesn&#8217;t do much damage.</p>
<p>They&#8217;re all very simple and specialized roles which may or may not have real-life/literary/fictional counterparts &#8211; but it makes the job of the game developer much easier.</p>
<p>You don&#8217;t have to worry about any one class being overpowered, because they&#8217;ve got built-in drawbacks.  And you don&#8217;t need to work too hard to make people group up, because the game mechanics do that for you.</p>
<p>In games where a single character can, more or less, do it all themselves you&#8217;ll see very little incentive to group up.  Look at something like Diablo II or Hellgate, where the entire game could easily be soloed&#8230;  Even when you were doing multiplayer there was seldom any actual cooperation.</p>
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		<title>By: Dave</title>
		<link>http://www.permanoob.com/2007/game-design-concepts/10/#comment-6</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Fri, 29 Aug 2008 01:33:12 +0000</pubDate>
		<guid isPermaLink="false">http://permanoob.com/2007/game-design-concepts/9/#comment-6</guid>
		<description>Here&#039;s what I know: I play a tank in World of Warcraft and I love it. There&#039;s something fun about making monsters attack you in the game. It appeals to me, and a lot of other people too. See www.tankspot.com.

The tank is a tough guy that can take a beating. Hercules was a tank. Conan was a tank. Gimli, William Wallace, He-Man - all tanks. Tough as nails dudes that you can&#039;t beat down.</description>
		<content:encoded><![CDATA[<p>Here&#8217;s what I know: I play a tank in World of Warcraft and I love it. There&#8217;s something fun about making monsters attack you in the game. It appeals to me, and a lot of other people too. See <a href="http://www.tankspot.com" rel="nofollow">http://www.tankspot.com</a>.</p>
<p>The tank is a tough guy that can take a beating. Hercules was a tank. Conan was a tank. Gimli, William Wallace, He-Man &#8211; all tanks. Tough as nails dudes that you can&#8217;t beat down.</p>
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		<title>By: Hexedian</title>
		<link>http://www.permanoob.com/2007/game-design-concepts/10/#comment-5</link>
		<dc:creator>Hexedian</dc:creator>
		<pubDate>Tue, 26 Aug 2008 01:23:37 +0000</pubDate>
		<guid isPermaLink="false">http://permanoob.com/2007/game-design-concepts/9/#comment-5</guid>
		<description>Because it has been done, and publishers are loathe to try new things. In truth, to get rid of tanks, you would probably need to get rid of classes altogether, and probably levels as well; of course, that&#039;s possible, but you would be trying to reinvent the whole MMORPG concept, and you would first need to tell your publisher why you want to make a MMORPG that is different from WoW first.</description>
		<content:encoded><![CDATA[<p>Because it has been done, and publishers are loathe to try new things. In truth, to get rid of tanks, you would probably need to get rid of classes altogether, and probably levels as well; of course, that&#8217;s possible, but you would be trying to reinvent the whole MMORPG concept, and you would first need to tell your publisher why you want to make a MMORPG that is different from WoW first.</p>
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		<title>By: Faucet Eye</title>
		<link>http://www.permanoob.com/2007/game-design-concepts/10/#comment-4</link>
		<dc:creator>Faucet Eye</dc:creator>
		<pubDate>Mon, 18 Aug 2008 20:25:45 +0000</pubDate>
		<guid isPermaLink="false">http://permanoob.com/2007/game-design-concepts/9/#comment-4</guid>
		<description>Conan the Barbarian

Aragorn

Chewbacca

The Thing

Tanks one and all, my friend. They just didn&#039;t have hitpoints, so the mechanics are somewhat different.</description>
		<content:encoded><![CDATA[<p>Conan the Barbarian</p>
<p>Aragorn</p>
<p>Chewbacca</p>
<p>The Thing</p>
<p>Tanks one and all, my friend. They just didn&#8217;t have hitpoints, so the mechanics are somewhat different.</p>
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		<title>By: Joe</title>
		<link>http://www.permanoob.com/2007/game-design-concepts/10/#comment-3</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Mon, 18 Aug 2008 15:47:46 +0000</pubDate>
		<guid isPermaLink="false">http://permanoob.com/2007/game-design-concepts/9/#comment-3</guid>
		<description>Gameplay Mechanics. If you were to get rid of tanks, how would YOU organize group play dynamics? I submit that players invented the traditional group roles of dps, heals and tank, because they are the most efficient means of fighting boss monsters. Mmorpgs have to have relatively simple and fun/addicting gameplay mechanics to hook players</description>
		<content:encoded><![CDATA[<p>Gameplay Mechanics. If you were to get rid of tanks, how would YOU organize group play dynamics? I submit that players invented the traditional group roles of dps, heals and tank, because they are the most efficient means of fighting boss monsters. Mmorpgs have to have relatively simple and fun/addicting gameplay mechanics to hook players</p>
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		<title>By: noob</title>
		<link>http://www.permanoob.com/2007/game-design-concepts/10/#comment-2</link>
		<dc:creator>noob</dc:creator>
		<pubDate>Thu, 22 Mar 2007 19:28:36 +0000</pubDate>
		<guid isPermaLink="false">http://permanoob.com/2007/game-design-concepts/9/#comment-2</guid>
		<description>I guess there is the potential for some people to think that I am singling out tanks as some kind of problem child in the current state of MMO design, but that&#039;s not really the point of the piece, despite what the title says.

What I am trying to do is get people to start thinking about the classes they are playing in terms other than the ones which have been served up so repetitively that most gamers have become conditioned to simply accept and look right past the obvious incongruities.

Are tanks in MMOs implemented in the only practical way? 
It&#039;s possible, I suppose, but in my opinion unlikely.</description>
		<content:encoded><![CDATA[<p>I guess there is the potential for some people to think that I am singling out tanks as some kind of problem child in the current state of MMO design, but that&#8217;s not really the point of the piece, despite what the title says.</p>
<p>What I am trying to do is get people to start thinking about the classes they are playing in terms other than the ones which have been served up so repetitively that most gamers have become conditioned to simply accept and look right past the obvious incongruities.</p>
<p>Are tanks in MMOs implemented in the only practical way?<br />
It&#8217;s possible, I suppose, but in my opinion unlikely.</p>
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