1 00:00:00,969 --> 00:00:06,759 These days, it feels like you can’t release a big blockbuster action game without one 2 00:00:06,759 --> 00:00:09,450 of these things: a skill tree. 3 00:00:09,450 --> 00:00:13,850 You’ve definitely seen them before, in games like Tomb Raider and Watch Dogs. 4 00:00:13,850 --> 00:00:19,949 They often have three distinct branches, with cute names like innovator or hunter. 5 00:00:19,949 --> 00:00:24,160 In these games, you accrue experience points by playing through missions, and whenever 6 00:00:24,160 --> 00:00:27,820 you hit some sort of arbitrary threshold you get a skill point. 7 00:00:27,820 --> 00:00:31,720 A skill point, which you can spend to unlock a new ability. 8 00:00:31,720 --> 00:00:35,480 This might be something funky like a brand new move, or something a little less exciting 9 00:00:35,480 --> 00:00:37,880 like a few extra health points. 10 00:00:37,880 --> 00:00:42,940 Skill trees like this were first found in number crunching RPGs like Diablo 2, but have 11 00:00:42,940 --> 00:00:48,320 since become ubiquitous in big budget action games - in everything from Spider-Man to DOOM, 12 00:00:48,320 --> 00:00:52,820 to the point where it’s now just an expected part of a modern console game, like climbable 13 00:00:52,820 --> 00:00:55,510 towers, and microtransactions. 14 00:00:55,510 --> 00:00:59,900 But while I find a lot of these tropes to be pretty cliched and tiresome, I can totally 15 00:00:59,900 --> 00:01:03,570 see why skill trees work, and how they can benefit certain games. 16 00:01:03,570 --> 00:01:08,800 For one, they can be used to trickle out complexity over the course of the game. 17 00:01:08,800 --> 00:01:13,440 If you started God of War with all of Kratos’s powers, it might be completely overwhelming 18 00:01:13,440 --> 00:01:17,810 and some players might stick to the simple stuff and never delve into the finer details 19 00:01:17,810 --> 00:01:18,990 of the combat system. 20 00:01:18,990 --> 00:01:25,070 But when you earn new powers from a skill tree, your mechanical move set opens up incrementally 21 00:01:25,070 --> 00:01:26,460 over the course of the game. 22 00:01:26,460 --> 00:01:30,940 And because you spent some kind of currency on that move, you’ll probably feel compelled 23 00:01:30,940 --> 00:01:32,979 to actually use it. 24 00:01:32,979 --> 00:01:37,640 Skill trees are also a nice way to make players feel like they’ve grown in power over the 25 00:01:37,640 --> 00:01:38,880 course of the game. 26 00:01:38,880 --> 00:01:43,280 At the start of the adventure you’re weak and have only a few special powers - but by 27 00:01:43,280 --> 00:01:47,230 the end you’re a walking tank with armfuls of abilities. 28 00:01:47,230 --> 00:01:49,510 This also can be used to keep players engaged. 29 00:01:49,510 --> 00:01:53,659 They can scan the skill tree to get a preview of abilities they’ll be wielding later in 30 00:01:53,659 --> 00:01:58,140 the game, and then stick with it until they get to to that point, excited about the prospect 31 00:01:58,140 --> 00:02:01,080 of playing with all those new powers. 32 00:02:01,080 --> 00:02:04,380 Skill trees also add meta level decision making into a game. 33 00:02:04,380 --> 00:02:07,439 They can create a different experience each time you play. 34 00:02:07,439 --> 00:02:09,599 And they give the UI team something to do. 35 00:02:09,599 --> 00:02:11,810 Someone’s go to draw all those icons. 36 00:02:11,810 --> 00:02:18,120 But for all their benefits, most games squander their skill trees by making really poor choices 37 00:02:18,120 --> 00:02:20,680 about what to put on those branches. 38 00:02:20,680 --> 00:02:25,090 And so in this video we’re going to talk about some popular mistakes that skill trees 39 00:02:25,090 --> 00:02:28,540 make - and how we might be able to fix them. 40 00:02:28,540 --> 00:02:33,420 For starters, a lot of games that feature skill trees will allow the player to unlock 41 00:02:33,420 --> 00:02:37,640 most of the upgrades, if not all of them, by the end of the game. 42 00:02:37,640 --> 00:02:39,400 Just through a normal amount of play. 43 00:02:39,400 --> 00:02:44,050 And this really misses an opportunity to make players think hard about their choices. 44 00:02:44,050 --> 00:02:47,849 They’re only thinking about what order they unlock the skills - when they could be thinking 45 00:02:47,849 --> 00:02:50,950 about which upgrades they’re actually be able to get. 46 00:02:50,950 --> 00:02:55,810 I personally enjoyed the skill tree in Assassin’s Creed Origins, because I definitely wasn’t 47 00:02:55,810 --> 00:02:58,820 able to afford all of the skills by the end of the game. 48 00:02:58,820 --> 00:03:04,451 Instead, I had to specialise - I focused on the hunter and seer branches, which were all 49 00:03:04,451 --> 00:03:09,090 about improving my abilities in stealth, and increasing my options in taking out camps 50 00:03:09,090 --> 00:03:12,390 through tricking the AI and causing chaos. 51 00:03:12,390 --> 00:03:18,290 This created some cool outcomes: like how the Bayek in my game felt personal to me and 52 00:03:18,290 --> 00:03:21,030 his skills fit the way I chose to play the game. 53 00:03:21,030 --> 00:03:26,069 But there were also interesting repercussions for my choices: by neglecting the warrior 54 00:03:26,069 --> 00:03:29,140 branch, i was pretty lacklustre at one-on-one combat. 55 00:03:29,140 --> 00:03:35,070 I often had to run away from direct encounters and find new ways to approach situations. 56 00:03:35,070 --> 00:03:39,950 Immersive sims are also good at showing the repercussions of picking certain skills. 57 00:03:39,950 --> 00:03:45,380 In the Deus Ex games, certain paths and options will be locked out based on the upgrades you’ve 58 00:03:45,380 --> 00:03:49,330 chosen, forcing you to find alternate routes that better suit your character. 59 00:03:49,330 --> 00:03:54,550 And in Prey, the more skills you unlock, the more alien you become - right up to the point 60 00:03:54,550 --> 00:03:59,620 where friendly turrets now consider you a threat and try to kill you. 61 00:03:59,620 --> 00:04:05,470 Another way skill trees screw up is simply by making the skills just really boring. 62 00:04:05,470 --> 00:04:10,019 Making your attacks do a few percentage points more damage, or giving yourself a couple extra 63 00:04:10,019 --> 00:04:13,660 health points… is just not very exciting. 64 00:04:13,660 --> 00:04:19,620 So brand new powers in Dishonored and exciting new attacks in God of War are far more desirable 65 00:04:19,620 --> 00:04:24,050 than a few extra numbers on the game’s underlying Excel spreadsheet. 66 00:04:24,050 --> 00:04:29,340 And don’t forget the rules laid down in Metroid: one ability can serve multiple purposes, 67 00:04:29,340 --> 00:04:33,810 like the ice beam, which is both a weapon and a way to navigate the world. 68 00:04:33,810 --> 00:04:39,450 Ultimately, a good skill will make you excited to finally unlock it, and then eager to go 69 00:04:39,450 --> 00:04:41,870 into the world and use it. 70 00:04:41,870 --> 00:04:47,100 Back to Origins for a second, I find myself caught in a really engaging loop where I’d 71 00:04:47,100 --> 00:04:51,240 unlock new abilities - excitedly test them out on a few camps and missions. 72 00:04:51,240 --> 00:04:56,479 which gave me enough experience points for another ability… and so on. 73 00:04:56,479 --> 00:05:00,900 That being said, skill trees should generally avoid mechanics that the player should already 74 00:05:00,900 --> 00:05:02,870 have by default. 75 00:05:02,870 --> 00:05:07,430 When i played Horizon Zero Dawn, I was peeved that I couldn’t grab enemies from ledges 76 00:05:07,430 --> 00:05:12,620 like every other game of its ilk - until I found out it was an unlock-able skill. 77 00:05:12,620 --> 00:05:18,710 Same goes for Mirror’s Edge Catalyst, which locked Faith’s leg tuck move behind an upgrade 78 00:05:18,710 --> 00:05:22,530 menu, despite it being accessible from the start in the first game. 79 00:05:22,530 --> 00:05:27,979 Oh, and don’t feel the need to add in crappy skills just to boost the numbers. 80 00:05:27,979 --> 00:05:32,889 Some skill tree designers obviously believe that bigger is better - check out these monster 81 00:05:32,889 --> 00:05:39,160 skill forests for Path of Exile and Salt and Sanctuary - but if you ask me, a tightly pruned 82 00:05:39,160 --> 00:05:45,979 bush with a handful of truly interesting upgrades is often the best solution. 83 00:05:45,979 --> 00:05:51,330 Another issue plaguing skill trees is the actual process of earning these skill points. 84 00:05:51,330 --> 00:05:55,260 Most games give you the points simply for playing the game normally, which feels like 85 00:05:55,260 --> 00:05:56,260 a missed opportunity. 86 00:05:56,260 --> 00:06:01,470 Let’s go back to Prey, which has these Neuromod tools (the game’s version of skill points) 87 00:06:01,470 --> 00:06:04,120 as physical objects in the world. 88 00:06:04,120 --> 00:06:08,430 This means you have to go out there and find them - maybe by exploring the different nooks 89 00:06:08,430 --> 00:06:11,900 and crannies of Talos 1, or by doing side quests. 90 00:06:11,900 --> 00:06:16,870 Choosing how to dole out these skill points allows the designer to encourage a certain 91 00:06:16,870 --> 00:06:20,449 play style, or to make players check out optional content. 92 00:06:20,449 --> 00:06:24,760 Like in Zelda Breath of the Wild, where Spirit Orbs, which can be cashed in for health and 93 00:06:24,760 --> 00:06:27,960 stamina upgrades, are given for completing these shrines. 94 00:06:27,960 --> 00:06:33,440 That essentially turns the entire world of Hyrule into one giant skill tree. 95 00:06:33,440 --> 00:06:38,440 This also makes players actively work towards improving their character, rather than randomly 96 00:06:38,440 --> 00:06:40,680 getting stat boosts as they play. 97 00:06:40,680 --> 00:06:43,260 This reminds me of Far Cry 3’s crafting system. 98 00:06:43,260 --> 00:06:48,420 in that game, I knew I wanted a better gun holster - and the menu told me that I needed 99 00:06:48,420 --> 00:06:51,250 to get a few pelts from a certain animal. 100 00:06:51,250 --> 00:06:56,310 So I paused the main quest, found the animal’s breeding ground on my map, and went hunting 101 00:06:56,310 --> 00:06:59,270 for pelts until I had enough to afford the holster. 102 00:06:59,270 --> 00:07:04,690 I wanted an upgrade and had to figure out how to get it, and had to actually work towards 103 00:07:04,690 --> 00:07:05,520 that goal. 104 00:07:05,520 --> 00:07:07,860 Getting the, uh, sprint slide, though? 105 00:07:07,920 --> 00:07:13,060 Well, I just played the game a bit more until I got given some skill points. 106 00:07:13,060 --> 00:07:18,020 Look: you don’t really need to encourage the player to simply play through the main 107 00:07:18,020 --> 00:07:21,419 missions - that’s why they bought the game in the first place. 108 00:07:21,419 --> 00:07:25,550 So use the promise of skill points to encourage other ways to play. 109 00:07:25,550 --> 00:07:30,710 To play skilfully, or play on harder difficulties, or explore more, and so on. 110 00:07:30,710 --> 00:07:34,229 But be careful about exactly the sort of gameplay you encourage. 111 00:07:34,229 --> 00:07:38,960 Skyrim’s system, where players get skill points for performing certain actions, can 112 00:07:38,960 --> 00:07:44,270 persuade players to just craft dozens of daggers, simply to boost their crafting skill. 113 00:07:44,270 --> 00:07:51,300 You don’t want to encourage grinding, or gameplay that doesn’t fit the core experience. 114 00:07:51,300 --> 00:07:55,639 One final issue is that these skill menus are pretty boring to navigate. 115 00:07:55,639 --> 00:08:00,259 They take you out of the game world, and into a menu screen that looks like you’re buying 116 00:08:00,259 --> 00:08:02,009 travel insurance or something. 117 00:08:02,009 --> 00:08:06,670 This is not a huge deal in an expansive adventure like The Witcher, but it can massively slow 118 00:08:06,670 --> 00:08:10,479 the pace of a lighting quick game like Doom. 119 00:08:10,479 --> 00:08:12,060 So just make them quicker. 120 00:08:12,060 --> 00:08:16,060 Like in Downwell, where it flashes up three upgrade choices between levels. 121 00:08:16,060 --> 00:08:18,310 You pick one, and away you go. 122 00:08:18,310 --> 00:08:19,569 Or just make them automatic. 123 00:08:19,569 --> 00:08:24,580 Red Dead Redemption 2 has skill trees for both Arthur and his horse, and these upgrades 124 00:08:24,580 --> 00:08:30,120 - for things like boosted stamina and sweet horse tricks - just unlock as you play. 125 00:08:30,120 --> 00:08:37,579 Though, whether Doom even needed skill trees in the first place, is another question entirely. 126 00:08:37,579 --> 00:08:41,729 The thing about skill trees is: there’s loads of fun stuff you can do with them. 127 00:08:41,729 --> 00:08:46,149 How about skills that offer both advantages and disadvantages to the player? 128 00:08:46,149 --> 00:08:48,970 Or skills that can interlink in various ways? 129 00:08:48,970 --> 00:08:52,300 Or skills where you can only equip a handful at a time? 130 00:08:52,300 --> 00:08:56,759 Skill trees feel like one of those systems that’s in every game nowadays - simply because 131 00:08:56,759 --> 00:08:58,459 they’re in every game nowadays. 132 00:08:58,459 --> 00:09:02,759 But that doesn’t make them bad - it’s just very easy to get a bit lazy with them, 133 00:09:02,759 --> 00:09:08,050 and do what everyone else is doing, regardless of whether it suits the game, the experience, 134 00:09:08,050 --> 00:09:09,999 the pace, and so on. 135 00:09:09,999 --> 00:09:11,489 So get creative with them! 136 00:09:11,489 --> 00:09:16,029 A skill tree isn’t about making the player wait half the game to get all the mechanics 137 00:09:16,029 --> 00:09:17,360 they should have at the start. 138 00:09:17,360 --> 00:09:21,459 Or going into a boring menu to get a boring health boost. 139 00:09:21,459 --> 00:09:24,350 They’re about customising your experience. 140 00:09:24,350 --> 00:09:26,069 About rewarding different ways of playing. 141 00:09:26,069 --> 00:09:29,339 And about forcing difficult choices. 142 00:09:29,339 --> 00:09:33,290 Lemme know about your favourite skill trees in the comments below, and I eagerly await 143 00:09:33,290 --> 00:09:38,790 a million comments about this crazy Sphere Grid nonsense from Final Fantasy X. I have 144 00:09:38,790 --> 00:09:40,089 no idea what this thing is…