Tag Archives: TERA Online

Innovating on combat

Had one read an online forum focused on the topic of massively multiplayer online roleplaying games a couple of years back, they would’ve seen a lot of discussion on how the tab targeting combat system was outdated and needed to be replaced by something more modern.

Today the opposition to tab targeting doesn’t seem quite as vocal as it once did. That may partly be thanks to the era of clones-of-a-certain-big-game being about to draw it’s last breaths. But at least equally importantly, new systems have been tried in the past couple of years. Darkfall‘s combat, however clunky, is about as close to true FPS combat as you can get – its almost as if playing Quake in a fantasy setting and in a fully open world. There’s TERA with it’s semi aim-based system and rather console-like feel. There’s GuildWars with it’s modified tab targeting, and there’s WildStar with it’s telegraphs.

Now that’s not a definitive list of everything that’s been attempted recently, but the amount of different combat systems has increased. Granted, some of the attempts have been imperfect at best – Darkfall’s take on FPS-like combat for example falls short due to certain bad design decisions and lack of polish in the UI and control sections. But what’s for sure is there’s plenty of alternatives to tab targeting now – alternatives that have actually been tried in practice.

Is there really anything wrong with tab targeting, though? I think some people who used to think they hated tab targeting are now coming to realize that the system isn’t really that bad.

A couple of years ago, when players were practically being fed clone after clone by the market, it was easy to put tab targeting into that pile of features that made a game a WoW clone, amongst other things. See, players like to think they know what they want. But the truth is, often times they really don’t. They know they are bored with what is currently being offered, so they do know they want something different. But putting a finger on what needs to be different is surprisingly difficult.

That could be what made tab targeting so unpopular for a while. Because it was the de-facto system of combat, players felt it needed to be changed. At this point in time though, it is easier to see the system in a more neutral light – that it is just a system amongst others. It suits some games well, even very modern, action-packed games – FFXIV for example. One could go as far as claiming it is one of the best systems for a RPG even because it is not super reliant on the player but more on the character. And yet, with slight modification it is very flexible and can be transformed into something that feels very different.

But that’s enough about tab targeting. As great a system as it is, it indeed is just one system amongst many. So talking about those other systems, which ones have not been utilized in an MMORPG as of yet?

One source of inspiration could be lobby-based battle games like MOBAs. There are various types of them, and one in particular comes to my mind when thinking of MMORPG combat: Bloodline Champions. It uses the usual fixed camera view from an angle, but instead of targeting, abilities are aimed using the mouse pointer and they have travel times in the fashion of missile spells. That’s one concept to think about.

As for the systems that have already been tried, it would be interesting to see first person combat done properly in a fantasy setting. Darkfall and Mortal Online have both tried, but both games have major problems unrelated to the combat system itself, making them remain extremely niche products.

TERA’s third person, aim-based combat system is an intriguing case as well. Now, if only a Western fantasy themed game tried utilizing it, but with a little less flashiness.

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