Slower Combat Had More Depth
I love the image above from a post I wrote a year ago about combat in MMOs changing from slow and methodical to fast-pace button mashing. The summary you all can already glean here is that older combat was slower in the sense that you used less abilities, it potentially took much longer to kill something, and more thinking had to occur to overcome the opposition. New MMOs focus more on using abilities rapidly, creating something that looks visually active, and killing something fast enough that you c an move on to the next before your abilities come off cooldown.
I want to focus in on the older combat and why I think it still has more depth despite having a fraction of the abilities, UI, animations, or tech of modern day games.
Complexity of Decisions
Today there are very few decisions to be made. One simply walks up to a mob and executes abilities in any order. The real decision is which order to use the abilities to kill the monster fastest–everything is about actively attacking. There isn’t much thought to being hit yourself, or minimizing usage of abilities to preserve mana or stamina. The two real thoughts that I have are, (1) Do I need to kill this, and (2) Do I want to? The HOW has been completely lost.
There are several examples in past MMOs where the ‘HOW’ of combat was king. EQ methods come to mind: Root Rot, Kite, Reverse Kite, and Charm. UO had weapon types and spell combinations like the halberd corp por, katana to rapidly poison, or mace to stun. Then grouping added enormous complexity which mostly has to do with what I discussed yesterday with downtime.
Tanks used to require a decent amount of time to get aggro. I really can’t remember the last time I grouped and waited before DPSing. In EQ a wizard absolutely would not nuke until the mob was below 80% — the wizard wouldn’t even stand up. Healers wouldn’t even heal because aggro would come off the tank. Tanking took time, monsters took time to taunt and build up a safe aggro, and players respected that or died.
This could also be called the “characters do one thing well” category. Having certain classes in your group would actually slow down the rate at which you could kill a single mob, thus slowing combat, but might improve your abilities to survive, pull multiple mobs at once and take a tougher spawn, or recover from battle quicker and move on to the next kill. Sometimes a class would literally be invited to do nothing but pull and contribute very little to DPS. Sometimes a class would do nothing but heal or buff. These days everyone is a DPS.
Managing mana consumption was often the difference between a great player and a good one. Healers who knew which heals to use and when, Wizards who knew how many times they should nuke to add the most efficient DPS to a group (the key being “efficient”), etc. Consume your resources and combat was slower. Have to worry about them at all and combat naturally becomes much, much slower.
Remember our old friend “white damage?” I love auto attack. I remember the days when it comprised of a massive portion of overall damage done by melee characters. The entire concept is all but completely done away with in favor of rotations and constant ability usage. Older MMOs had fewer abilities (most of the time).
All of these things, and more, contribute to the concept that combat in MMOs used to be a much more thought out and slower experience. That said, despite its now archaic UI and tech, no one can deny that combat in older MMOs was a much more dynamic experience and that today’s combat is trending toward the shallow side.