Quote:Original post by Argus2 Isn't that just then a UI feature which saves me time by increasing all skills in a category evenly, that could have been achieved by increasing each skill in the category individually to the same extent? |
That's essentially correct. But the grouping is chosen by the game and is initially closed, so players don't need to bother learning the exact implications of every stat. The headers would be relatively simplistic. They provide a straight-forward shot towards offense, defense, etc. I think it ends up being more than just an interface feature for some players.
You have to realize that rewarding generalization is also punishing specialization, and there just isn't a reason to do that. Especially when generalization is already rewarding by requiring less commitment and sacrifice. Some would call it safe and boring, others would call it quick and effortless.
Quote:The issue is that it is highly probable that your game mechanics (and game scenarios) will ultimately favour some skills over others. The players that maximise investment in the favoured skills and minimise investment in the unfavoured skills will find the game too easy. |
Players who make better decisions in games will always have better tools to work with. That's a universal constant. If a part of the game requires no meaningful choice, then it probably shouldn't even be a choice to have to make. If all skills are equally useful to all types of characters throughout the game, then it's not a meaningful choice.
Each single skill will be useful for one type of character in the game, but they won't all be equally useful for every type of character in the game. For example, there's a berserker trait (permanent character starting ability) that reduces ranged combat damage to that character to 50%, as well as reduce that character's own ranged offense to 50%. That effectively makes ranged combat skills worthless to them, while making speed and melee skills twice as useful.
Quote:Or if it is still difficult for them, then the players who evenly distribute their skills will find it really hard. So what I'm saying is: It is almost guaranteed that evenly distributed skills will be sub-optimal. |
In a linear game, I would agree. Fortunately, my players have the capacity to choose their own challenges in the game. So the game only becomes too easy or too hard if they want it to be. Becoming more powerful just gives them a larger range to choose from, while not becoming more powerful does nothing.
Quote:Let's say that in your game, the best automatic weapon is a really crummy one, and the best single-shot rifle is really really good. It's not really a negative in this game to not be able to use automatic weapons very well, since they're ineffective anyway. |
I understand where you're coming from, but I don't feel comfortable laying the responsibility of my bad game design choices on players. The situation you describe doesn't fix anything about the problem - especially for players who don't use the skill headers or players who enjoy automatic weapons. It just happens to make the headers seem less wasteful.
Look at it this way. Players who don't like automatic weapons and don't plan to use automatic weapons are in the same boat. The points spent on recoil are still being wasted for them. That's why they can open them up and spend them on everything else without having a cost penalty.