PvE MMOs have, by and large, been stuck in a bit of a rut when it comes to group game play mechanics since before the term "MMO" actually held any meaning. One player - the tank - forces the big bad boss to focus its attacks on him, a small contingent of other players focus on healing up all incoming damage, and the remainder of the party involved in the battle go hog wild with damage-dealing abilities to the exclusion of nearly everything else. This basic template for an MMO boss fight is often referred to as "the holy trinity".
Although there are minor variations to this basic template (adds that force multiple tanks, gimmicks that draw away DPS to deal with, splash damage to spread out the healing) the holy trinity has lorded over MMOs for more than a decade.

Challenges to this dogmatic chunk of game design are hardly a unique occurrence in the MMO blogging community, in fact the topic is a perennial favorite. Oddly enough though, tanking is rarely fingered as the part of the trinity that must be disrupted; more often than not healing is targeted for a major overhaul.
Healing has never been the problem in holy trinity games. The only reason that healing seems so off in many MMOs is that healers are forced to focus most of their efforts on either spamming life-saving heals on the tank, or else managing the splash damage that is inevitably introduced to encounters as a means of ramping up the difficulty (and keeping healers from slipping into prolonged comas).
Tanking is the source of the problem in modern MMO raid encounter design - not healers.
Tanking is absurd
The concept of a main tank, as perfected by the World of Warcraft system of PvE, is patently absurd. One single character is equipped with the skills and gear to sustain all manner of abuse from the boss that the group is battling, while every single other character present will succumb to the damage dealt by a single blow; maybe two if they have a horseshoe wedged up their battle kilt.
In purely numeric terms, a WoW raid boss will deal anywhere from 10,000 to 40,000 damage per attack on the tank, and 60,000 or more to anyone else unfortunate enough to attract its ire. Health pools of characters range from 30,000 to 50,000; these ratios are not wildly off base for other mainstream MMOs. In all cases the tank will survive - assuming prompt healing - every other member of the raid will be one-shot killed.
As much as it is a fallacy to try to apply logic to a game system, the incoherence and insanity forced on an MMO by the tanking portion of the holy trinity model stretches the imagination near the point of breaking.

Why on earth should a warrior in full plate mail - but not specced quite right - practically explode in a fountain of blood and gore when a boss sneers evilly at him? Is his armor painted on? Is he totally incapable of absorbing some of the impact and living to fight another day?
What about the mage shielded by runes of arcane power that he has been perfecting since adolescence? Are they nothing more that pretty colors he conjures up to improve the mood? Or the cleric protected by the grace of her god. Or the monk trained in the art of softening impacts and absorbing blows. Should not all of these heroes be able to survive at least a modest amount of abuse? Clearly they cannot in a game where the holy trinity reigns.

Tanking corrupts logic even further when the aggro/hate system that underpins most encounters is taken into account. Briefly, an aggro system keeps track of the amount of threat that an enemy feels towards each player in the battle, and the boss uses this list to decide who to attack. A tank's job, aside from staying alive, is to remain at the top of the aggro list by employing all of the high-threat skills and taunts that are at their disposal.
The jaw-dropping implication of this system is that when your party encounters that hyper-intelligent demon prince from the nether realms, the fel lord is guaranteed to lose all semblance of intelligence. Despite possessing a shadow bolt so powerful that it can reduce the soul of any non-tanking character to its constituent atoms in a heartbeat, the overlord of the abyss spam-casts that puppy on the tank for six minutes straight. It's like the Lord of Hell was transformed into a three year old with a grudge, beating on the big bad tank who called him a naughty name.
Okay.... so maybe it's time to step back. How did we get ourselves caught up in this absurdity anyways?
A brief history of tanking
If we go way back to where it all began, the concept of a dedicated tank is no where to be found. Dungeons & Dragons contained classes that players of today's MMOs might consider tanks - warriors and dwarves - however there was no way that players of these characters could reliably absorb all of the damage that was dished out during an encounter. Resourceful players could certainly influence the distribution of damage, for example by taking advantage of terrain bottlenecks, but there was no surefire way to guarantee that a boss wouldn't grow a brain and attack the healers first.
It didn't take much time after the development of the first computer before simple games were slapped together by enthusiasts, and many of those early computer games were modeled after pen and paper Dungeons and Dragons. Single player RPGs that supported multiple party members allowed a player to arrange their characters in formation, with the players closer to the top/front of the group more likely to suffer damage from enemy attacks. While somewhat like modern tanking, these game mechanics did not eliminate the chance of any given enemy and/or boss hitting the less durable characters, they merely reduced the probability. A choice few games (like some of the early Final Fantasy series) also enabled "tank" characters to periodically use abilities (e.g. "Protect") that focused enemy attacks onto themselves, but the effect was a temporary shield, lasting only a single game round.

Alongside single player RPGs, MUDs were also evolving, although much more hidden from the public eye. While the first MUD was stood up in 1978, DikuMUD, the spiritual successor to modern MMOs, only appeared in 1991. It was here, in the dark text-based corners of nerdom, that true tanks were unleashed on an unsuspecting gaming world. Aggro was random in most DikuMUD derivatives and tanking characters were given taunt abilities ("rescue" was the stock command) that forcibly switched an enemy's target to the user. A typical MUD battle involved the tank entering the room to establish aggro, the healers and DPS following a few seconds later, and then every time the enemy switched targets (randomly determined) the tank would use a taunt to force the switch back.
When Everquest slithered onto the scene in 1999 it adopted the same encounter design that MUDs had been using for nearly a decade. Tanks, healers, and DPS classes were the norm for most MMO early players (who were largely ex-MUDders), and Verant did not hide the fact that they were heavily influenced by the DikuMUD platform. A decade later PVE-centric MMOs continue to stick to this model with a religious fervor that borders on insane at times. Sadly, there is precious little indication - if any - that a renaissance is coming any time soon.
Towards more sensible encounters
While railing about a perceived problem is entertaining, it is unproductive without some proposals to back up the criticisms. With that in mind, there are three fundamental changes to MMO game design that could eliminate the need for dedicated tanks in MMOs, and allow for much more engaging and fluid encounters.
1. Personal mitigation.
Every character - regardless of class and/or spec - should be able to sustain a reasonable amount of damage. Whereas in most games a non-tanking character will wither and die at the mere thought of being hit, a character in a non-tanking MMO would be able to take a modest beating, potentially allowing time for: (a) a healer to patch them up, (b) them to move in such a manner that the enemy can no longer inflict damage, or (c) a friendly character to assist them in mitigating/avoiding the damage in some manner.
Aside from the logical problems that are present in a system where tanks are so much more damage resistant than everyone else, there is the simple fact that being one-shot is no fun, and never seems fair. If a raider in World of Warcraft attracts the ire of a boss they are as good as dead. Allowing players an acceptable amount of personal mitigation removes this potential source of frustration and rage, smoothing the enjoyment for everyone while opening up an entire new layer of tactics and strategy.
None of precludes some characters being designed to be naturally better at mitigating damage than others; only that the disparity between a resistant character and an unresistant character should not be as obscenely lopsided at it is now.

2. Defensive blessings or interventions
A layer of complexity that should be added to any game without tanks is a rich system of defensive blessings and/or interventions that can be bestowed by one character onto another. Guild Wars allegedly has made some headway in protective measures, but using defensive abilities as class differentiators has an exciting amount of potential.
Consider this scenario: In the middle of a hectic encounter a mage casts a particularly vicious lava lance, drawing the ire of the cyclops that the group is facing. As the one-eyed menace advances the mage frantically invokes his mana shield, but clearly it will not be enough to see him through a prolonged assault from the beast. From a few feet away a priestess murmurs a hasty prayer, and a shimmering wall of stardust envelops the mage just as a warrior arrives at his side to help deflect the first blow with his bulwark shield.
A deep system of teamwork-based defensive measure would enhance many encounters, reward quick thinking, strategic deployment of resources, and heroic rescues. While perhaps not as epic as standing toe-to-toe with a demon lord for eleven minutes, the personal victories would be far more plentiful and evenly spread throughout the entire group.

3. Tactical combat and collision
Most MMOs these days do not support collision detection; players are allowed to run through each other and enemies and may stand wherever they please. This "feature" is often exploited by World of Warcraft raids, where players of often expected to stand in a nice neat pile to minimize certain types of incoming damage. The craziness of this could spawn an entirely different thread, however suffice to say that if tanks are to be eliminated from a game, then more advanced tactical combat and collision detection must be addressed.
Enabling collision detection in a non-trinity MMO would open up new layers of strategy. Like D&D sessions of old, players could exploit terrain to attempt to limit the characters that enemies can attack, and use formations to protect more vital members of the group (for example, healers or heavy damage dealers that have few protective countermeasures).
While I admit that many players display an amazing ineptitude when asked to position themselves during a boss encounter, this is in part because there is simply no reason to ever practice the skill outside of hardcore raiding in most games. If tanks do not exist from the start, then players will eventually learn the new paradigm and adjust accordingly.
Final thoughts
The holy trinity model of game design has run its course, and although modern MMOs bend over backwards to implement it, the reasons for doing so are increasingly few. Eliminating dedicated tanks from MMOs will not only lance a layer of absurdity from the genre, but a more engaging and sensible gaming experience will become possible.
Players want to feel like heroes, not fragile rag dolls; by imbuing all characters with greater survivability, granting players a host of abilities to protect their friends and allies, and moving towards a more tactical system of combat, MMO players will all be empowered to face more challenges, and will no longer be reliant on a single tank to soak up all the hurt.
In closing - and as a career WoW tank it pains me to say this - tanks should be eliminated.
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