Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
Meh, I think the whole tank/healer/dps role crap needs to die. Being pigeon-holed isn't fun. That's what makes me excited about PG so far, and you can cooperate well and devise your own roles and strategies without being pigeon-holed from the get-go.
The beauty of the classless setup in P:G is I can build for support in a dungeon group and use any setup I want to solo, so nobody is actually "pigeon-holed" per se
There's danger in building a game with no need for support classes, though... That's what leads to parties of only max DPS builds and anybody that built anything else was just wasting their time
Additionally, for choices to matter they need to have consequence, so if I choose to focus my build on dealing damage, I should be weakened in other aspects like durability, self-healing and CC, and P:G accomplishes that by limiting the amount of skills we can use at any given time, locking skill bonuses into gear based treasure effects, and grouping mobs together so that pulls are more than DPS alone can handle
Roles are what bring us cooperation and strategy... I really don't see where that exists in "Everybody run in and AoE everything down"