MMORPG Game Design - Should the player be able to unlock multiple classes?

Should the player be able to unlock multiple classes through a game, and choose between them?

I’ve been designing a class system for a while, but I’ve hit a design stump on this one: Should the player be locked to one class throughout a game, or be allowed to unlock multiple and play through them to keep things fresh?

My idea was to have the player choose a base class at the beginning of the game, but then as their journey goes on, find class trainers throughout the lands and be able to train with them to unlock a new class to level in. (Kind of like Adventure Quest, or Adventure Quest 3D). BUT their base class isn’t useless, because there will be class trainers in the world that only allow certain base classes to train with them and unlock their abilities (Like sub-classes).

So what do you guys think? I found some MMO’s mostly lock the player in one class, some having sub-classes, but I wanted to try something a little more unique. So do you think unlocking multiple classes would be good game design and keep things fresh, or locking the player to one class with multiple sub-classes to choose from would be a better direction?

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How about an option to create a new character and then they can choose different class that way, or simple way, robux to change class easy money :smiley:

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Haha yeah that could work, but I want it to be a little more unique to keep things fresher

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