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In [[tabletop game]]s and [[video game]]s, a '''character class''' is an occupation, profession, or role assigned to a [[Player character|game character]] to highlight and differentiate their [[Attribute (role-playing games)|capabilities]] and [[Statistic (role-playing games)|specializations]].<ref name="Voorhees">{{cite journal|last1=Voorhees|first1=Gerald|title=The Character of Difference: Procedurality, Rhetoric, and Roleplaying Games|journal=Game Studies|date=1 November 2009|volume=9|issue=2|url=http://gamestudies.org/0902/articles/voorhees|access-date=12 June 2016|issn=1604-7982}}</ref>
In [[tabletop game]]s and video games, a '''character class''' is an occupation, [[profession]] or [[role]] assigned to a [[player character|game character]] to highlight and differentiate their [[attribute (role-playing games)|capabilities]] and [[statistic (role-playing games)|specializations]].<ref name="Voorhees">{{cite journal|last1=Voorhees|first1=Gerald|title=The Character of Difference: Procedurality, Rhetoric, and Roleplaying Games|journal=Game Studies|date=1 November 2009|volume=9|issue=2|url=http://gamestudies.org/0902/articles/voorhees|access-date=12 June 2016|issn=1604-7982}}</ref>


In [[role-playing game]]s (RPGs), character classes aggregate several [[abilities]] and [[aptitude]]s, and may also detail aspects of background and [[Social stratification|social standing]], or impose behavior restrictions.<ref name=":0">{{Cite book|title=Fundamentals of game design|last=Adams|first=Ernest|publisher=[[New Riders Press|New Riders]]|year=2010|isbn=9780321643377|edition= 2nd|pages=465 to 466|oclc=460601644}}</ref> Classes may be considered to represent [[archetype]]s,<ref name=":1">{{Cite book|title=The evolution of fantasy role-playing games|last=Tresca|first= Michael J.|date=2011|publisher=McFarland & Co|isbn=9780786460090|location=Jefferson, N.C.|pages=82–85|oclc=697175248}}</ref> or specific [[career]]s.<ref name=":2">{{Cite book|title=Basics of game design|last=Moore|first=Michael E.|date=2011|publisher=A K Peters/CRC Press|isbn=9781439867761|location=Boca Raton|pages=133 to 135|oclc=746925670}}</ref> RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game.<ref name=":1" /> It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes.<ref name=":1" /> Some systems eschew the use of classes and levels entirely;<ref name=":0" /> others hybridize them with skill-based systems<ref name=":5" /> or emulate them with character templates.{{Citation needed|date=June 2019}}
In [[role-playing game]]s (RPGs), character classes aggregate several [[abilities]] and [[aptitude]]s, and may also detail aspects of background and [[social stratification|social standing]], or impose behavior restrictions.<ref name=":0">{{Cite book|title=Fundamentals of game design|last=Adams|first=Ernest|publisher=[[New Riders Press|New Riders]]|year=2010|isbn=9780321643377|edition= 2nd|pages=465 to 466|oclc=460601644}}</ref> Classes may be considered to represent [[archetype]]s,<ref name=":1">{{Cite book|title=The evolution of fantasy role-playing games|last=Tresca|first= Michael J.|date=2011|publisher=McFarland & Co|isbn=9780786460090|location=Jefferson, N.C.|pages=82–85|oclc=697175248}}</ref> or specific careers.<ref name=":2">{{Cite book|title=Basics of game design|last=Moore|first=Michael E.|date=2011|publisher=A K Peters/CRC Press|isbn=9781439867761|location=Boca Raton|pages=133 to 135|oclc=746925670}}</ref> RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game.<ref name=":1" /> It is common for a character to remain in the same class for its lifetime, with restricted [[tech tree]] of [[glossary of video game terms#upgrade|upgrade]]s and [[power-up]]s; although some games allow characters to change class or attain multiple classes, usually at the cost of [[virtual economy|game currency]] or special items.<ref name=":1" /> Some systems eschew the use of classes and levels entirely;<ref name=":0" /> others hybridize them with skill-based systems<ref name=":5" /> or emulate them with character templates.{{Citation needed|date=June 2019}}


In [[shooter game]]s and other [[cooperative video game]]s, classes are generally distinct roles with specific purposes, weapons, or abilities, with only tangential relation to the RPG context. Their differences may range from simple equipment changes, such as [[sniper]] classes armed with [[sniper rifle]]s, to unique gameplay changes, such as [[Combat medic|medic]] classes that are tasked with healing and reviving injured allied players.
In [[shooter game]]s and other [[cooperative video game]]s, classes are generally distinct roles with specific mission goals, weapons, or [[tactical]]{{Disambiguation needed|date=June 2025}} aptitudes and special abilities, with only tangential relation to the RPG context. Their differences may range from simple equipment changes, such as [[sharpshooter]] classes armed with [[sniper rifle]]s, or [[heavy weapons platoon|heavy weapon]] classes with machine guns and [[rocket launcher]]s; to unique gameplay changes, such as [[combat medic|medic]] classes that are lightly armed but tasked with healing and reviving injured allied players.


== History ==
== History ==
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In its original release ''[[Dungeons & Dragons (1974)|Dungeons & Dragons]]'' included three classes: fighting man, magic user, and [[Cleric (Dungeons & Dragons)|Cleric]] (a class distinct from Mages or Wizards that channels [[Magic of Dungeons & Dragons#Divine magic|divine power]] from [[Deity|deific]] sources to perform [[thaumaturgy]] and [[miracles]] rather than [[Magic of Dungeons & Dragons#Arcane magic|arcane magic]] drawn from [[Cosmos|cosmic]] sources to cast [[Incantation|spells]]), while supplemental rules added the Thief class.<ref>{{Cite web|url=https://geekdad.com/2015/02/original-dd-and-5th-edition/|title=Original 'D&D' and 5th Edition, Some Side-by-Side Comparisons Part I|date=2015-02-11|website=GeekDad|language=en-US|access-date=2019-06-11}}</ref> In subsequent editions of the game, new classes were added individually, from spell-casting classes such as the [[Sorcerer (Dungeons & Dragons)|Sorcerer]], [[Warlock (Dungeons & Dragons)|Warlock]] and [[Druid (Dungeons & Dragons)|Druid]], to more combat-centered classes such as the [[Barbarian (Dungeons & Dragons)|Barbarian]], [[Ranger (Dungeons & Dragons)|Ranger]] and [[Monk (Dungeons & Dragons)|Monk]], along with variant subclasses.  
In its original release ''[[Dungeons & Dragons (1974)|Dungeons & Dragons]]'' included three classes: fighting man, magic user, and [[Cleric (Dungeons & Dragons)|Cleric]] (a class distinct from Mages or Wizards that channels [[Magic of Dungeons & Dragons#Divine magic|divine power]] from [[Deity|deific]] sources to perform [[thaumaturgy]] and [[miracles]] rather than [[Magic of Dungeons & Dragons#Arcane magic|arcane magic]] drawn from [[Cosmos|cosmic]] sources to cast [[Incantation|spells]]), while supplemental rules added the Thief class.<ref>{{Cite web|url=https://geekdad.com/2015/02/original-dd-and-5th-edition/|title=Original 'D&D' and 5th Edition, Some Side-by-Side Comparisons Part I|date=2015-02-11|website=GeekDad|language=en-US|access-date=2019-06-11}}</ref> In subsequent editions of the game, new classes were added individually, from spell-casting classes such as the [[Sorcerer (Dungeons & Dragons)|Sorcerer]], [[Warlock (Dungeons & Dragons)|Warlock]] and [[Druid (Dungeons & Dragons)|Druid]], to more combat-centered classes such as the [[Barbarian (Dungeons & Dragons)|Barbarian]], [[Ranger (Dungeons & Dragons)|Ranger]] and [[Monk (Dungeons & Dragons)|Monk]], along with variant subclasses.  


In [[science fiction]] and other non-[[fantasy]] role-playing games, the role of magic user is often filled with a [[scientist]] or other intelligence-based class, while the Cleric becomes a [[medic]] or similarly supportive role, and the Rogue and/or Ranger with an explorer or assassin.<ref name=":2" /> Some science fiction and [[Supernatural fiction|supernatural]]-themed RPGs also use [[psychic]] powers as a stand in for magic.<ref>{{Cite book|title=Basics of game design|last=Moore|first=Michael E.|date=2011|publisher=A K Peters/CRC Press|isbn=9781439867761|location=Boca Raton|pages=227|oclc=746925670}}</ref> There are also character classes that combine features of the classes listed above and are frequently called ''hybrid classes''.<ref name=":1" /> Some examples include the [[Bard (Dungeons & Dragons)|Bard]] (a cross between the Thief and Mage with an emphasis on interpersonal skills, mental and visual spells, and supportive magical abilities), or the [[Paladin (character class)|Paladin]] (a cross between the Fighter and Cleric with slightly decreased combat skills relative to a fighter but various innate abilities that are used to heal or protect allies and repel and/or smite evil opponents).{{Citation needed|date=October 2015}}
In science fiction and other non-fantasy role-playing games, the role of magic user is often filled with a scientist or other intelligence-based class, while the Cleric becomes a [[medic]] or similarly supportive role, and the Rogue and/or Ranger with an explorer or assassin.<ref name=":2" /> Some science fiction and [[Supernatural fiction|supernatural]]-themed RPGs also use [[psychic]] powers as a stand in for magic.<ref>{{Cite book|title=Basics of game design|last=Moore|first=Michael E.|date=2011|publisher=A K Peters/CRC Press|isbn=9781439867761|location=Boca Raton|pages=227|oclc=746925670}}</ref> There are also character classes that combine features of the classes listed above and are frequently called ''hybrid classes''.<ref name=":1" /> Some examples include the [[Bard (Dungeons & Dragons)|Bard]] (a cross between the Thief and Mage with an emphasis on interpersonal skills, mental and visual spells, and supportive magical abilities), or the [[Paladin (character class)|Paladin]] (a cross between the Fighter and Cleric with slightly decreased combat skills relative to a fighter but various innate abilities that are used to heal or protect allies and repel and/or smite evil opponents).{{Citation needed|date=October 2015}}


Some RPGs feature another variation on the classes mechanic. For example, in ''[[Warhammer Fantasy Roleplay]]'', players choose a career.<ref name=":5">{{Cite web|url=https://geekdad.com/2018/09/10-great-things-about-warhammer-fantasy-roleplay/|title=10 Great Things About 'Warhammer Fantasy Roleplay'|date=2018-09-28|website=GeekDad|language=en-US|access-date=2019-06-11}}</ref> The career works like a class with abilities (known in WFRP as skills and talents) added to the character based on the chosen career.<ref name=":4">{{Cite web|url=https://cubicle7.co.uk/warhammer-fantasy-roleplay-preview-class-and-career/|title=Warhammer Fantasy Roleplay Preview – Class and Career|website=Cubicle7 (makers of WFRP 4)|access-date=2019-06-11|archive-date=2019-06-16|archive-url=https://web.archive.org/web/20190616000830/http://cubicle7.co.uk/warhammer-fantasy-roleplay-preview-class-and-career/|url-status=dead}}</ref> However, as the player advances and gains more experience he or she may choose a new career according to a predefined career path or change to a completely different career.<ref name=":4" /> WFRP is also notable in that characters are encouraged to roll to determine their starting career which is compensated for by free XP which can be spent on more skills.<ref>{{Cite web|url=https://techraptor.net/content/warhammer-fantasy-roleplay-4th-edition-review|title=Warhammer Fantasy Roleplay 4th Edition Review|date=2018-10-09|website=Gaming News, Reviews, and Articles - TechRaptor.net|language=en-US|access-date=2019-06-11}}</ref>
Some RPGs feature another variation on the classes mechanic. For example, in ''[[Warhammer Fantasy Roleplay]]'', players choose a career.<ref name=":5">{{Cite web|url=https://geekdad.com/2018/09/10-great-things-about-warhammer-fantasy-roleplay/|title=10 Great Things About 'Warhammer Fantasy Roleplay'|date=2018-09-28|website=GeekDad|language=en-US|access-date=2019-06-11}}</ref> The career works like a class with abilities (known in WFRP as skills and talents) added to the character based on the chosen career.<ref name=":4">{{Cite web|url=https://cubicle7.co.uk/warhammer-fantasy-roleplay-preview-class-and-career/|title=Warhammer Fantasy Roleplay Preview – Class and Career|website=Cubicle7 (makers of WFRP 4)|access-date=2019-06-11|archive-date=2019-06-16|archive-url=https://web.archive.org/web/20190616000830/http://cubicle7.co.uk/warhammer-fantasy-roleplay-preview-class-and-career/|url-status=dead}}</ref> However, as the player advances and gains more experience he or she may choose a new career according to a predefined career path or change to a completely different career.<ref name=":4" /> WFRP is also notable in that characters are encouraged to roll to determine their starting career which is compensated for by free XP which can be spent on more skills.<ref>{{Cite web|url=https://techraptor.net/content/warhammer-fantasy-roleplay-4th-edition-review|title=Warhammer Fantasy Roleplay 4th Edition Review|date=2018-10-09|website=Gaming News, Reviews, and Articles - TechRaptor.net|language=en-US|access-date=2019-06-11}}</ref>


As an alternative to class-based systems, [[Statistic (role-playing games)#Skills|skill]]-based systems are designed to give the player a stronger sense of control over how their character develops.<ref name=":6">{{Cite web|url=https://www.engadget.com/2013/06/19/the-division-has-classless-characters-second-screen-detailed/|title=The Division has 'classless characters,' second screen detailed|website=Engadget|language=en|access-date=2019-06-12}}</ref><ref>{{cite news |title=เครื่องราง |url=https://www.muamulet.com/ |access-date=18 September 2023}}</ref> In such systems, players can often choose the direction of their characters as they play, usually by assigning points to certain skills.<ref name=":6" /> Classless games often provide templates for the player to work from, many of which are based on traditional character classes. Many classless games' settings or rules systems lend themselves to the creation of character following certain archetypal trends.{{Citation needed|date=October 2015}} For example, in the [[role-playing video game]] ''[[Fallout (video game)|Fallout]]'', common character archetypes include the "shooter", "survivalist", "scientist", "smooth talker" and "sneaker", unofficial terms representing various possible means of solving or avoiding conflicts and puzzles in the game.<ref>{{Cite web|url=https://www.gamesradar.com/fallout-new-vegas-character-build-guide/|title=Fallout: New Vegas character build guide|last=Acaba|first=Daniel|website=gamesradar|language=EN-US|access-date=2019-06-11}}</ref> [[GURPS]], which inspired Fallout's system, also used a classless system.<ref>{{Cite web|url=https://www.engadget.com/2012/03/16/fallout-the-first-modern-role-playing-game/|title=Fallout: The first modern role-playing game|website=Engadget|language=en|access-date=2019-06-12}}</ref>
As an alternative to class-based systems, [[Statistic (role-playing games)#Skills|skill]]-based systems are designed to give the player a stronger sense of control over how their character develops.<ref name=":6">{{Cite web|url=https://www.engadget.com/2013/06/19/the-division-has-classless-characters-second-screen-detailed/|title=The Division has 'classless characters,' second screen detailed|website=Engadget|date=19 June 2013 |language=en|access-date=2019-06-12}}</ref><ref>{{cite news |title=เครื่องราง |url=https://www.muamulet.com/ |access-date=18 September 2023}}</ref> In such systems, players can often choose the direction of their characters as they play, usually by assigning points to certain skills.<ref name=":6" /> Classless games often provide templates for the player to work from, many of which are based on traditional character classes. Many classless games' settings or rules systems lend themselves to the creation of character following certain archetypal trends.{{Citation needed|date=October 2015}} For example, in the [[role-playing video game]] ''[[Fallout (video game)|Fallout]]'', common character archetypes include the "shooter", "survivalist", "scientist", "smooth talker" and "sneaker", unofficial terms representing various possible means of solving or avoiding conflicts and puzzles in the game.<ref>{{Cite web|url=https://www.gamesradar.com/fallout-new-vegas-character-build-guide/|title=Fallout: New Vegas character build guide|last=Acaba|first=Daniel|website=gamesradar|language=EN-US|access-date=2019-06-11}}</ref> [[GURPS]], which inspired Fallout's system, also used a classless system.<ref>{{Cite web|url=https://www.engadget.com/2012/03/16/fallout-the-first-modern-role-playing-game/|title=Fallout: The first modern role-playing game|website=Engadget|date=17 March 2012 |language=en|access-date=2019-06-12}}</ref>


The original [[PlayStation 2]] release of the [[role-playing video game]] ''[[Final Fantasy XII]]'' included a [[Statistic (role-playing games)#Skills|skill]]-based system in which as the player progressed, they would gain buffs and abilities (called licenses) via the game's License Board<ref name="BRADY18">{{cite book |editor=BradyGAMES |title=Final Fantasy XII Official Strategy Guide |year=2006 |publisher=DKPublishing |isbn=0-7440-0837-9 |page=18}}</ref> (of which each party member shared). ''[[Final Fantasy XII]]'''s re-release ''[[Final Fantasy XII International Zodiac Job System]]'' and [[High-definition remasters for PlayStation consoles|high-definition remaster]], ''[[Final Fantasy XII: The Zodiac Age]]'' changed this system by adding a class (or job) system in which classes could be changed, and they each had separate License Boards.
The original [[PlayStation 2]] release of the [[role-playing video game]] ''[[Final Fantasy XII]]'' included a [[Statistic (role-playing games)#Skills|skill]]-based system in which as the player progressed, they would gain buffs and abilities (called licenses) via the game's License Board<ref name="BRADY18">{{cite book |editor=BradyGAMES |title=Final Fantasy XII Official Strategy Guide |year=2006 |publisher=DKPublishing |isbn=0-7440-0837-9 |page=18}}</ref> (of which each party member shared). ''[[Final Fantasy XII]]'''s re-release ''[[Final Fantasy XII International Zodiac Job System]]'' and [[High-definition remasters for PlayStation consoles|high-definition remaster]], ''[[Final Fantasy XII: The Zodiac Age]]'' changed this system by adding a class (or job) system in which classes could be changed, and they each had separate License Boards.
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Many multiplayer shooter games use class systems to provide different tactics and styles of play and promote teamwork and cooperation. These classes may only have differences through equipment, or they may feature notable gameplay differences. Most games do not allow players to use elements of multiple classes at the same time, though they typically allow players to switch classes before or during a match through a menu. Some games have progression systems for each individual class with class-specific unlockable items.
Many multiplayer shooter games use class systems to provide different tactics and styles of play and promote teamwork and cooperation. These classes may only have differences through equipment, or they may feature notable gameplay differences. Most games do not allow players to use elements of multiple classes at the same time, though they typically allow players to switch classes before or during a match through a menu. Some games have progression systems for each individual class with class-specific unlockable items.


Examples of shooter games with classes include the [[Battlefield (video game series)|''Battlefield'' series]], ''[[Star Wars Battlefront II (2017 video game)|Star Wars Battlefront II]]'', ''[[Rising Storm 2: Vietnam]],'' and ''[[Insurgency: Sandstorm]]''.<ref>{{Cite web|url=https://www.alteredgamer.com/battlefield-bad-company-2/3425-bf2-battlefield-2-a-guide-to-soldier-classes/|title=PC Games Guide: Battlefield 2 - A Guide To Soldier Classes in this First-Person Shooter|website=Altered Gamer|date=30 July 2008|language=en|access-date=2019-06-12}}</ref><ref>{{Cite web|url=https://www.gamespot.com/articles/star-wars-battlefront-2-tips-which-class-is-best-f/1100-6454982/|title=Star Wars Battlefront 2 Tips: Which Class Is Best For You?|date=2017-11-22|website=GameSpot|language=en-US|access-date=2019-06-12}}</ref> All of these examples include a "heavy" or "support" class, a less-mobile class armed with some sort of [[machine gun]] that is focused around [[suppressive fire]] and team support; they also include classes that are simply the standard [[rifleman]] class with additional unique equipment (such as "demolitions" classes, typically riflemen with additional explosive items).
Examples of shooter games with classes include the [[Battlefield (video game series)|''Battlefield'' series]], ''[[Star Wars Battlefront II (2017 video game)|Star Wars Battlefront II]]'', ''[[Rising Storm 2: Vietnam]],'' and ''[[Insurgency: Sandstorm]]''.<ref>{{Cite web|url=https://www.alteredgamer.com/battlefield-bad-company-2/3425-bf2-battlefield-2-a-guide-to-soldier-classes/|title=PC Games Guide: Battlefield 2 - A Guide To Soldier Classes in this First-Person Shooter|website=Altered Gamer|date=30 July 2008|language=en|access-date=2019-06-12}}</ref><ref>{{Cite web|url=https://www.gamespot.com/articles/star-wars-battlefront-2-tips-which-class-is-best-f/1100-6454982/|title=Star Wars Battlefront 2 Tips: Which Class Is Best For You?|date=2017-11-22|website=GameSpot|language=en-US|access-date=2019-06-12}}</ref> All of these examples include a "heavy" or "support" class, a less-mobile class armed with some sort of machine gun that is focused around [[suppressive fire]] and team support; they also include classes that are simply the standard [[rifleman]] class with additional unique equipment (such as "demolitions" classes, typically riflemen with additional explosive items).


One notable example is the 2007 team-based shooter ''[[Team Fortress 2]]'', which features nine distinct classes divided into three categories: Offense, Defense, and Support. Offense classes (Scout, Soldier, Pyro) specialize in assaulting and overwhelming enemies to complete objectives; Defense classes (Demoman, Heavy, Engineer) specialize in defending positions and hindering enemy advances; and Support classes (Medic, Sniper, Spy) specialize in assisting their team in different ways. Each of these classes feature notable gameplay differences that are meant to suit their categories, yet do not limit them from being used for both offense and defense playstyles to varying degrees of effectiveness. They also all have strengths and weaknesses in a [[rock paper scissors]]-esque style; for example, the Spy is strong against slow or sedentary classes such as the Heavy and Sniper, with equipment that specifically counters the Engineer's constructions, but his stealth abilities are nullified by the Pyro's fire, and he is impractical against more mobile classes such as the Scout. Each class is also treated as its own character, with unique personalities, backstories, and interactions with other classes.
One notable example is the 2007 team-based shooter ''[[Team Fortress 2]]'', which features nine distinct classes divided into three categories: Offense, Defense, and Support. Offense classes (Scout, Soldier, Pyro) specialize in assaulting and overwhelming enemies to complete objectives; Defense classes (Demoman, Heavy, Engineer) specialize in defending positions and hindering enemy advances; and Support classes (Medic, Sniper, Spy) specialize in assisting their team in different ways. Each of these classes feature notable gameplay differences that are meant to suit their categories, yet do not limit them from being used for both offense and defense playstyles to varying degrees of effectiveness. They also all have strengths and weaknesses in a [[rock paper scissors]]-esque style; for example, the Spy is strong against slow or sedentary classes such as the Heavy and Sniper, with equipment that specifically counters the Engineer's constructions, but his stealth abilities are nullified by the Pyro's fire, and he is impractical against more mobile classes such as the Scout. Each class is also treated as its own character, with unique personalities, backstories, and interactions with other classes.
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==See also==
==See also==
*[[Alternate character]]
*[[Alternate character]]
*[[Character class (Dungeons & Dragons)|Character class (''Dungeons & Dragons'')]]
*[[Hero shooter]]


==References==
==References==

Latest revision as of 06:39, 1 July 2025

Template:Short description Script error: No such module "about". Template:Multiple issues

In tabletop games and video games, a character class is an occupation, profession or role assigned to a game character to highlight and differentiate their capabilities and specializations.[1]

In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions.[2] Classes may be considered to represent archetypes,[3] or specific careers.[4] RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game.[3] It is common for a character to remain in the same class for its lifetime, with restricted tech tree of upgrades and power-ups; although some games allow characters to change class or attain multiple classes, usually at the cost of game currency or special items.[3] Some systems eschew the use of classes and levels entirely;[2] others hybridize them with skill-based systems[5] or emulate them with character templates.Script error: No such module "Unsubst".

In shooter games and other cooperative video games, classes are generally distinct roles with specific mission goals, weapons, or tacticalTemplate:Disambiguation needed aptitudes and special abilities, with only tangential relation to the RPG context. Their differences may range from simple equipment changes, such as sharpshooter classes armed with sniper rifles, or heavy weapon classes with machine guns and rocket launchers; to unique gameplay changes, such as medic classes that are lightly armed but tasked with healing and reviving injured allied players.

History

Dungeons & Dragons (D&D), the first formalized roleplaying game, introduced the use of classes, which were inspired by the units in miniature wargames such as Chainmail.[6] Many subsequent games adopted variations of the same idea. These games are sometimes referred to as 'class-based' systems. As well as tabletop games, character classes are found in many role-playing video games and live action role-playing games. Many of the most popular role-playing games, such as D20 system and White Wolf games still use character classes in one way or another. Most games offer additional ways to systematically differentiate characters, such as race or species, skills, or affiliations.

In fantasy games and role-playing games

File:Nethack falcons eye class selection.png
Class selection screen in Falcon's Eye

In fantasy games, Fighter, Mage, and Thief form a common archetypal trio of basic classes, each ones' abilities offsetting the other's weakness. The Fighter is strong and focuses on weapon-based combat, the Mage, renamed Wizard in later editions of Dungeons & Dragons, is a ranged fighter equipped with a variety of magical abilities for combative and utilitarian purposes, and the Thief, renamed Rogue in later editions, is not physically strong but focuses on speed or stealth. Thus, it is usual to find one or more classes that excel in combat, several classes (called spell-casters) that are able to perform magic (often different kinds of magic), and one or more classes that deal with stealth.[2]

In its original release Dungeons & Dragons included three classes: fighting man, magic user, and Cleric (a class distinct from Mages or Wizards that channels divine power from deific sources to perform thaumaturgy and miracles rather than arcane magic drawn from cosmic sources to cast spells), while supplemental rules added the Thief class.[7] In subsequent editions of the game, new classes were added individually, from spell-casting classes such as the Sorcerer, Warlock and Druid, to more combat-centered classes such as the Barbarian, Ranger and Monk, along with variant subclasses.

In science fiction and other non-fantasy role-playing games, the role of magic user is often filled with a scientist or other intelligence-based class, while the Cleric becomes a medic or similarly supportive role, and the Rogue and/or Ranger with an explorer or assassin.[4] Some science fiction and supernatural-themed RPGs also use psychic powers as a stand in for magic.[8] There are also character classes that combine features of the classes listed above and are frequently called hybrid classes.[3] Some examples include the Bard (a cross between the Thief and Mage with an emphasis on interpersonal skills, mental and visual spells, and supportive magical abilities), or the Paladin (a cross between the Fighter and Cleric with slightly decreased combat skills relative to a fighter but various innate abilities that are used to heal or protect allies and repel and/or smite evil opponents).Script error: No such module "Unsubst".

Some RPGs feature another variation on the classes mechanic. For example, in Warhammer Fantasy Roleplay, players choose a career.[5] The career works like a class with abilities (known in WFRP as skills and talents) added to the character based on the chosen career.[9] However, as the player advances and gains more experience he or she may choose a new career according to a predefined career path or change to a completely different career.[9] WFRP is also notable in that characters are encouraged to roll to determine their starting career which is compensated for by free XP which can be spent on more skills.[10]

As an alternative to class-based systems, skill-based systems are designed to give the player a stronger sense of control over how their character develops.[11][12] In such systems, players can often choose the direction of their characters as they play, usually by assigning points to certain skills.[11] Classless games often provide templates for the player to work from, many of which are based on traditional character classes. Many classless games' settings or rules systems lend themselves to the creation of character following certain archetypal trends.Script error: No such module "Unsubst". For example, in the role-playing video game Fallout, common character archetypes include the "shooter", "survivalist", "scientist", "smooth talker" and "sneaker", unofficial terms representing various possible means of solving or avoiding conflicts and puzzles in the game.[13] GURPS, which inspired Fallout's system, also used a classless system.[14]

The original PlayStation 2 release of the role-playing video game Final Fantasy XII included a skill-based system in which as the player progressed, they would gain buffs and abilities (called licenses) via the game's License Board[15] (of which each party member shared). Final Fantasy XII's re-release Final Fantasy XII International Zodiac Job System and high-definition remaster, Final Fantasy XII: The Zodiac Age changed this system by adding a class (or job) system in which classes could be changed, and they each had separate License Boards.

In shooter games

Many multiplayer shooter games use class systems to provide different tactics and styles of play and promote teamwork and cooperation. These classes may only have differences through equipment, or they may feature notable gameplay differences. Most games do not allow players to use elements of multiple classes at the same time, though they typically allow players to switch classes before or during a match through a menu. Some games have progression systems for each individual class with class-specific unlockable items.

Examples of shooter games with classes include the Battlefield series, Star Wars Battlefront II, Rising Storm 2: Vietnam, and Insurgency: Sandstorm.[16][17] All of these examples include a "heavy" or "support" class, a less-mobile class armed with some sort of machine gun that is focused around suppressive fire and team support; they also include classes that are simply the standard rifleman class with additional unique equipment (such as "demolitions" classes, typically riflemen with additional explosive items).

One notable example is the 2007 team-based shooter Team Fortress 2, which features nine distinct classes divided into three categories: Offense, Defense, and Support. Offense classes (Scout, Soldier, Pyro) specialize in assaulting and overwhelming enemies to complete objectives; Defense classes (Demoman, Heavy, Engineer) specialize in defending positions and hindering enemy advances; and Support classes (Medic, Sniper, Spy) specialize in assisting their team in different ways. Each of these classes feature notable gameplay differences that are meant to suit their categories, yet do not limit them from being used for both offense and defense playstyles to varying degrees of effectiveness. They also all have strengths and weaknesses in a rock paper scissors-esque style; for example, the Spy is strong against slow or sedentary classes such as the Heavy and Sniper, with equipment that specifically counters the Engineer's constructions, but his stealth abilities are nullified by the Pyro's fire, and he is impractical against more mobile classes such as the Scout. Each class is also treated as its own character, with unique personalities, backstories, and interactions with other classes.

A derivative of these types of classes are seen in hero shooters, where each hero has distinct abilities and weapons that often combine archetypical conventional classes or are unique on their own.

See also

References

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