In The Context Of Game Design Skill Chains Are
Traditional progression (XP/Skill Trees) vs Open progression (Far Cry 6)
- Thread starter Sky87
- Start date
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- #1
Another example is Guild Wars 2 which had very horizontal progression at launch, but since then it has become a bit more traditional with things to unlock in several different "XP trees".
Where does everyone else stand?
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- #6
Would love a progression system that's more engaging, like really needing to learn the world and it's rules to get anywhere, but open enough for experimentation. The world and it's simulation pushing back when you don't have the knowledge how to tackle certain situations. Inspired by Outer Wild or Breath of the Wild.
- #7
So I'd rather devs just make it so I can unlock cool shit right away, or not make so many of the skills really really really boring
- #8
- #9
Having a horizontal progression with free changes can mean a lot of tweaking to get what you want and how you like it. Make everything fit just right and have try different combinations and strategies.
Having the more traditional style can be nice as you clearly work your way towards something. Seeing some of the cooler stuff later can be satisfying.
Overall I look for things that are easy to understand without over reliance on outside resources. I want something that is not overly time consuming to think about. I'd prefer if it isn't filled with small incremental upgrades like +5hp, +2 spd, +5 att, +15% evasion chains, if it is something like this I'd prefer if it was easy to read and fast to dive in and out of.
In games like an MMO. Character growth and progression can take a long time. Part of the frustration of a lot of MMOs for me is that the early stages of the MMO gameplay isn't fun and takes a lot of time. Once you unlock your full skill set and have all the toys to play with, the fun begins as you're fully equipped to deal with different situations. That said, MMOs tend to have a lot of mechanics so a slower progression can make sense as to not overload players. The issue then is that for some of us who has played through a lot of carries and have transferrable knowledge on gameplay this can be a slog.
If the gameplay is fun I'm not too fussy on what the progression is so long as I'm still having fun I guess.
- #10
When I feel the progression is fair and not daunting. I enjoy building and progressing a character. Having everything at the start takes the fun out of that.
I don't find it fun if you can easily pivot a character to a different class too. Or if you are able to mix classes and have skills from different classes.
I do love having variations of a specific class that is exclusive to it though.
- #11
Yup.Skill trees are boring as fuck majority of the time. I ESPECIALLY don't miss it from a game like Far Cry.
Skill trees suck.
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- #13
I liked the trees in Crosscode- the branches made things have just enough customisation while being able to completely ignore putting points into moves you don't move to favour the ones you did.
I don't like any system that results in human enemies (or animals, for that matter) becoming bullet sponges. There are few things more immersion-breaking.
Tell me about it. One of my biggest fears about Gotham Knights. Somehow the Arkham series had a nice XP upgrade series without it really affecting damage scaling.
- #14
But I prefer traditional progression in most cases. Start with almost nothing and build and specialize your character into something great. It's very motivating to me.
- #15
In the case of FC6 specifically, it sucks. The progression didn't feel exciting or, I dunno, rewarding? The gear/skills I saw during my short time with the game were all exceedingly boring (all the DLC items included). It feels like they took the skills from the skill tree and just moved them to different pieces of gear, with nothing particularly meaningful done about the fact that skill tree skills are permanent whereas these aren't. At least do something unique with the system. Major set bonuses. Skills that have a considerable impact on your build, balanced with only being able to change gear in base or something. Stuff like that.
With honest-to-god RPGs I feel like all kinds of different progression systems can work, but with these relatively shallow open-world action/RPG-lite games like anything from Ubisoft, for example, I'd much rather have a skill tree to work through. Getting permanently stronger as you progress through the game feels good and it's nice to plan things out a bit.
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Spider-Man earns you practical skills that you can use all the time.
Avengers "earns" you the ability to press XYBAXXYBA to do a slightly different move that has zero impact on the combat.
- #18
It absolutely sucks in Far Cry 6... Some skills from previous games are now tied to gear it's so damn dumb. I don't wanna change my pants just so I can do a different takedown, hold my breath longer, sabotate alarms, or whatever. It feels like the game wants you to change gear constantly depending on the situation, but it just doesn't work, especially when you could unlock those skills permanently in previous Far Cry games. It's a huge step backwards.
My biggest issue with the game. Its awful. Also, if you're gonna do this, why not have loadout options to quick swap between sets? Baffling design decision here.
I think Far Cry should move more toward Fallout. Give me a progression tree that let's me build all kinds of wacky/fun builds.
In The Context Of Game Design Skill Chains Are
Source: https://www.resetera.com/threads/traditional-progression-xp-skill-trees-vs-open-progression-far-cry-6.500616/
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