Choosing Your Path : Tab-target or Action based Combat ?

As the main interaction with the game, gameplay is most often the first mechanic players encounter in MMORPGs. However, compared to other genres, MMORPG combat systems have historically received little attention. As Throne and Liberty recently showed, many games have adopted a lazy stance on gameplay, with (few exceptions apart) little improvements to mechanics over time. Historically, combat in MMORPGs has had two main styles : Tab-target combat and Action based combat. The former is well known to MMO players and has been popularized by flagship titles such as World of Warcraft, while the latter is much less represented, although it first appeared 14 years ago, with the Korean MMORPG Vindictus. 

What are they like ?

Tab-target gameplay is well-known among players, as the most popular MMOs use Tab-target combats. With this combat style, the player chooses a target by ‘tabbing’ through available enemies and can then use skills on the selected target. A purely Tab-target system ensures that hits reach their destination, allowing the player not to worry about aiming or, to a lesser extent, spatial positioning. As a result, tab-target games are perceived as easier to pick up for players of all skill levels. In these games, knowledge is often a better indicator of skill than mechanical ability. It limits the player’s activeness by not allowing projectiles and abilities to be aimed, which can lead to less engaging gameplay.

Action based combat, which have lately appeared in games like Black Desert Online and New World, relies on manual aiming and real-time dodging. It encourages players to maintain constant movement to avoid enemy attacks and creates a fast-paced, immersive experience. As a result, Action based combat is often described as more rewarding, as success is closely tied to the player’s mechanical skill and reaction times. Even though he is indisputably more dynamic, Action combat can also be sometimes described as too challenging, or even frustrating. 

These two types of combat are very different, despite an action combat system is probably going to feel more visceral, helping to remove the monotony of most MMOs combat, it can also depreciate the place of knowledge, which will not necessarily be appreciated by everyone. On the other hand, Tab-target gameplay brings a more strategic dimension, but is described by some as not engaging enough.

Hybrid combat 

If we take a closer look at action gameplay, we see that its component parts (cleave, areas of effect, aiming, dodging, blocking, etc.) are not necessarily interdependent and, more importantly, are not incompatible with having a target. That’s how we’ve been seeing games like Guild Wars 2 or TERA, mixing action components with the Target system. In fact, it would be wiser to define Action as a spectrum, as very few games are purely Action or Tab-target. Even World of Warcraft has action components (with Dragonhunter abilities, for example), and even New World has Tab-target components (with aim assist on melee weapons, for example). 

Hybrid gameplay combines elements from both styles, for example allowing players to lock onto targets for specific abilities while maintaining the freedom to actively dodge and aim for ranged areas of effect or melee cleaves. For instance, Guild Wars 2 have implemented hybrid combat effectively, offering an experience that seems widely recognized as one of the greatest MMO gameplay (as stated lastly by Christopher in his recent article).

However, the possibilities of hybrid gameplay are still largely unexplored, leaving a whole range of conceivable iterations. TERA, with its aiming reticule, was a very interesting example. Although more action-oriented overall, The Elder Scrolls Online deserves to be studied from this point of view : the aim assist for ranged attacks is very pronounced, and most melee attacks are either conical or 360° (thus not requiring as much aiming as in other action games).

Which combat style is right for you ?

Depending on the type of experience you seek, you may opt for Tab-target, Action based, or even Hybrid combat. With less focus on reflexes, Tab-target combat is ideal for players who value strategic gameplay. On the other side, players looking for a hands-on, adrenaline-driven experience would rather be catered by Action based mechanics.

I’m hoping that combat will change along with MMORPGs. Combining aspects of the two approaches would help developers produce fresh and creative gameplay. Every gameplay iteration should, in my opinion, have a distinct identity, because part of the experience that makes MMORPGs so appealing is figuring out which one fits best.