A Diablo II skill tree. |
An "old" WoW talent tree. |
Picking glyphs for a skill in Diablo 3. |
The "new" talent tree in WoW. |
I think this system works well in Diablo, but feels a bit hollow. This system was one of the key factors that led me to stop playing WoW altogether. The reason is that in both games, a lot of the urge to play is based on investment in your character. Most RPGs and MMOs work this way. Conversely, shooters have little need for this. In a game where you respawn frequently and death is a common feature, investment comes from how enjoyable the mechanics of the game are.
This change in how players customize their characters leads to a hollow experience, at least for me. Instead of thinking and tweaking and theorycrafting my characters, I get a few choices which can be quickly swapped out until I find the most effective method for dealing the most damage. Instead of taking pride in being a Marksmanship or Beast Mastery Hunter, I was left with a few clicks to make and alter. My investment in balancing my skills and developing a strategies based around my strengths and weaknesses went away.
An example of this change: In Burning Crusade era WoW, I gained a small amount of notoriety on my server as a hunter who could solo just about anything, an occasionally people would come watch me try out some new strategy to deal with boss level creatures outside Illidan's Temple or tag along to watch me take out Gruul by myself. It was fun, it fostered community, and it really gave me a reason to inhabit the shoes of Grimmash, Orc Hunter. You could even figure out a lot about a character based on the armor set they chose. Seeing a player wearing a particular set of armor told you a lot about how they fought, what talents they likely had, and maybe even about their personality, as certain play styles often drew particular types of people.
Now, with such customization gone, I have lost most of the investment in Grimmash, Orc Hunter. All that maters is speccing the right way for the fight at hand, and hot-swapping out skills based on the dungeon. This is even more pronounced in Diablo 3, where I have never even considered what the personality of Kul Turas the barbarian. In Diablo 2, you had no choice to change skills once assigned, so your build was often very idiosyncratic and personal. Each character was a significant investment.
From a gaming philosophy standpoint, this poses a question. To set that question up, it is often assumed that developers must make a choice between complex skill systems that satisfy hardcore players, or simple skill systems that foster a broader casual appeal. The question becomes: Is this supposed balance real, or a figment of developers' imagination? Is the sales and marketing department forcing a false dichotomy on developers?
I hope the answer is that this is a false dichotomy, but as many marquee games seem to only be willing to try the simple approach, we may be passing into an era of gaming where it will be harder to find rewarding skill systems in the name of casual sales.
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