![]() ![]() That means, things are using these stats.ĭiablo, Torchlight, and the hack-n-slash RPG genre as a whole are dependent on abilities. Start with this: why do stats exist? Well, they're variables in various formulae enshrined in the game rules. You are onto something, but I'd like for you to take that thought all the way to its logical conclusion. This causes the player to choose which abilities they're going to take into combat.Ĭlick to expand. Thus, it's not remotely possible to get everything you have to think carefully about what your build is going to be.įurther, there's a limiting factor in the control interface itself you can only actually use five activated abilities and an Ultimate at a given time (though, you can swap to a second command bar starting at Lv.15.) So, it doesn't matter if you pick up every skill for your chosen character class and favored weapon you can't really use them all at the same time. Every activated ability and ultimate ability has two more powerful/useful morphs, but those skills, passives, and their morphs require the player to invest a Skill Point. The Elder Scrolls: Online has Skill Points, of which a finite amount are obtainable in a playthrough. Now, can players have theoretical access to every ability, and still have a compelling game? I think so, but it needs to A) be carefully designed, and B) have a limiting factor built in. If players can access every skill in the game, either everything has to be made slightly less useful than it can be (which, leads to a bad game because every tool sucks), synergies have to be nerfed (again, same problem, part of the fun of learning a character is figuring out cool combinations), and as a result all those cool snap decisions get taken out of the game, because every skill turns into a bald-faced variant of 'deal damage/mitigate damage/heal health'.as opposed to a slyly-disguised 'deal damage/mitigate damage/heal health.' To make a compelling game, players can't have a 'right' answer! We need to encourage players to make decisions based on clear problems, with clear knowledge of what they can do, and clear knowledge of the consequences, particularly if said decision is a snap decision, because those are fun. Of all of the valid combinations of skills in a game, as the game evolves, players will find a 'right' answer. In other words, this character conforms to certain conventions for the genre in question (think of how disconcerting it would be for a Star Wars stormtrooper to be using Force Healing!)īalance is another part of the equation. a Ranger is a fighter who wears leather armor, uses a bow, but may use some subset of all possible melee weapons in the game) that plays on defined tropes and expectations. Theming is a thing, because you can create a 'logical' character (e.g. Off the top of my head I can think of two: theming, and game balance. Click to expand.There's many reasons someone would do this.
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