Posted December 01, 2022
I don't like skill trees on the simple basis that they're a form of progression that requires too much investment for arguably little payoff. Prerequisites that require prerequisites to make the game easier or more "fun". They also seem to be things that are shoehorned into games that don't need them, like the game was designed and then they lock stuff out so that you unlock them in order to engage with the rest of the content instead of being something more organic.
However, I'm not totally against the idea of something in a similar vein. I think it's something that can encourage more horizontal progression if designed correctly, I just don't like things locked off that I'm required to unlock a bunch of other things to get to. So, for lack of a better term, I'll just call the idea a skill table. You level up, you get a point to spend on a skill/ability/perk/talent/whathaveyou. None of these things are locked behind other abilities, you unlock them individually. Maybe one ability doubles your health, another unlocks certain dialogue options, some noticeably improve certain aspects, maybe some abilities are entirely new spells to play with. Hell, I think Fallout 4's perk system is fine in theory in the way that increasing attributes allows more traits to be unlocked if they didn't level gate the ranks and stuff less useful perks in there. And also how mismatched it is with the general gameplay, but that's a different discussion.
But the entire point of what I'm getting at is I don't think abilities should be locked behind requiring other abilities, and honestly, if the game's balance is "ruined" by some super useful ability, then maybe that's a problem with the gameplay loop not accounting for that, or otherwise maybe don't have cheat-y abilities that ruin the balance. In any case, if the game gets harder as you play, then unlocking more abilities should balance it out.
Your thoughts? I know there are games with what I'm describing, maybe you can share them.
However, I'm not totally against the idea of something in a similar vein. I think it's something that can encourage more horizontal progression if designed correctly, I just don't like things locked off that I'm required to unlock a bunch of other things to get to. So, for lack of a better term, I'll just call the idea a skill table. You level up, you get a point to spend on a skill/ability/perk/talent/whathaveyou. None of these things are locked behind other abilities, you unlock them individually. Maybe one ability doubles your health, another unlocks certain dialogue options, some noticeably improve certain aspects, maybe some abilities are entirely new spells to play with. Hell, I think Fallout 4's perk system is fine in theory in the way that increasing attributes allows more traits to be unlocked if they didn't level gate the ranks and stuff less useful perks in there. And also how mismatched it is with the general gameplay, but that's a different discussion.
But the entire point of what I'm getting at is I don't think abilities should be locked behind requiring other abilities, and honestly, if the game's balance is "ruined" by some super useful ability, then maybe that's a problem with the gameplay loop not accounting for that, or otherwise maybe don't have cheat-y abilities that ruin the balance. In any case, if the game gets harder as you play, then unlocking more abilities should balance it out.
Your thoughts? I know there are games with what I'm describing, maybe you can share them.