Glass Joe the Champ said:
I feel like I've noticed a trend among class options for games (although it's not exactly a new or hidden phenomenon): that although they're always front and center in the promotions or box art for video games, no one likes playing a warrior/soldier character. It seems a large majority of people, including myself, prefer magic, ranged, and stealth elements to pure brawn. This is apparent in every game from Dragon Age to Dues Ex to the Bethesda RPGs.
It's not hard to see why though. Magic gives people lots of variety and visual spectacle, not to mention the nerd appeal. Stealth makes people feel clever and makes things more suspenseful and intense. Warriors just kind of stand there attacking till someone falls over, and they're basically the "high school jocks" of gaming...
What do you guys think? Do you like playing as a warrior? Is this even a noticeable trend? What have and should designers do to make warriors more appealing?
Warriors are fine, the problem is usually with the implementation of them. The thing is that the brute force approach rarely comes accross as being as awesome as the other options. This is a bit odd given the existance of classic sword and sorcery characters like "Conan" who served to define the genere in it's current form.
Honestly, I think one of the issues is game design as much as anything, with a lot of class based RPGs giving better rewards for NOT engaging in brute force solutions or killing people (Deus Ex comes to mine, with the "cyborg killing machine" being one of the least rewarding paths overall from the perspective of exps and such). When it comes to stealth and such it's usually a lot easier, especially if the designers set it up to be viable to begin with. While unique at one time, I actually find it easier to sneak past and/or disable guards with sneak attacks than to walk up with my sword or machine gun and take the "Rambo" approach, I have more chance of dying and having to re-load doing the brute force thing, and get less for it.
I think that if brute force is made more reliable, and rewarding, it will be more popular.
As far as someone else's point about warriors doing poor damage goes, that's a game design problem that comes from MUDs and such. The basic problem comes about from Thieves being one of the classic archetypes of fantasy RPGs, where they are generally poor fighters but are able to contribute to a team by doing things like finding and disarming traps, which don't translate into video games they way they do into PnP games, even today. The compromise here was to make Warriors defensive, and thieves the offensive version of the melee tree... and of course being the guy who does all the flashy damage and kills stuff rapidly, etc.. is going to be more popular.
I've been of the opinion for a while that in games where stealth is a viable option, especially single player, thieves need to be greatly gimped in their fighting/archery/etc... when they are playable. Nowadays they tend to combine stealth with the MMO damage dealing attitude to create a character that comes accross as basically being a warrior with more options... which isn't a good idea.
That said, being a well done warrior can be awesome. I mean you run into the super-monster and where others are reliant on calling on their gods, or unleashing ancient secrets of magic with mixed results, you can trash the thing through raw physical might, needing only yourself and maybe a piece of metal. The whole "Conan" schtick, if properly powered compared to their threats, a warrior can very much come accross as a self made, self-reliant powerhouse. Conan's stories had wizards, but guess whose name was on the cover, and how he ultimatly solved most problems (even if he did wind up employing a lot of smarts and cunning with his physical might).