WEBVTT 00:00:00.969 --> 00:00:06.759 These days, it feels like you can’t release a big blockbuster action game without one 00:00:06.759 --> 00:00:09.450 of these things: a skill tree. 00:00:09.450 --> 00:00:13.850 You’ve definitely seen them before, in games like Tomb Raider and Watch Dogs. 00:00:13.850 --> 00:00:19.949 They often have three distinct branches, with cute names like innovator or hunter. 00:00:19.949 --> 00:00:24.160 In these games, you accrue experience points by playing through missions, and whenever 00:00:24.160 --> 00:00:27.820 you hit some sort of arbitrary threshold you get a skill point. 00:00:27.820 --> 00:00:31.720 A skill point, which you can spend to unlock a new ability. 00:00:31.720 --> 00:00:35.480 This might be something funky like a brand new move, or something a little less exciting 00:00:35.480 --> 00:00:37.880 like a few extra health points. 00:00:37.880 --> 00:00:42.940 Skill trees like this were first found in number crunching RPGs like Diablo 2, but have 00:00:42.940 --> 00:00:48.320 since become ubiquitous in big budget action games - in everything from Spider-Man to DOOM, 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 00:00:52.820 --> 00:00:55.510 towers, and microtransactions. 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 00:00:59.900 --> 00:01:03.570 see why skill trees work, and how they can benefit certain games. 00:01:03.570 --> 00:01:08.800 For one, they can be used to trickle out complexity over the course of the game. 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 00:01:13.440 --> 00:01:17.810 and some players might stick to the simple stuff and never delve into the finer details 00:01:17.810 --> 00:01:18.990 of the combat system. 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 00:01:25.070 --> 00:01:26.460 over the course of the game. 00:01:26.460 --> 00:01:30.940 And because you spent some kind of currency on that move, you’ll probably feel compelled 00:01:30.940 --> 00:01:32.979 to actually use it. 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 00:01:37.640 --> 00:01:38.880 course of the game. 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 00:01:43.280 --> 00:01:47.230 the end you’re a walking tank with armfuls of abilities. 00:01:47.230 --> 00:01:49.510 This also can be used to keep players engaged. 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 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 00:01:58.140 --> 00:02:01.080 of playing with all those new powers. 00:02:01.080 --> 00:02:04.380 Skill trees also add meta level decision making into a game. 00:02:04.380 --> 00:02:07.439 They can create a different experience each time you play. 00:02:07.439 --> 00:02:09.599 And they give the UI team something to do. 00:02:09.599 --> 00:02:11.810 Someone’s go to draw all those icons. 00:02:11.810 --> 00:02:18.120 But for all their benefits, most games squander their skill trees by making really poor choices 00:02:18.120 --> 00:02:20.680 about what to put on those branches. 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 00:02:25.090 --> 00:02:28.540 make - and how we might be able to fix them. 00:02:28.540 --> 00:02:33.420 For starters, a lot of games that feature skill trees will allow the player to unlock 00:02:33.420 --> 00:02:37.640 most of the upgrades, if not all of them, by the end of the game. 00:02:37.640 --> 00:02:39.400 Just through a normal amount of play. 00:02:39.400 --> 00:02:44.050 And this really misses an opportunity to make players think hard about their choices. 00:02:44.050 --> 00:02:47.849 They’re only thinking about what order they unlock the skills - when they could be thinking 00:02:47.849 --> 00:02:50.950 about which upgrades they’re actually be able to get. 00:02:50.950 --> 00:02:55.810 I personally enjoyed the skill tree in Assassin’s Creed Origins, because I definitely wasn’t 00:02:55.810 --> 00:02:58.820 able to afford all of the skills by the end of the game. 00:02:58.820 --> 00:03:04.451 Instead, I had to specialise - I focused on the hunter and seer branches, which were all 00:03:04.451 --> 00:03:09.090 about improving my abilities in stealth, and increasing my options in taking out camps 00:03:09.090 --> 00:03:12.390 through tricking the AI and causing chaos. 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 00:03:18.290 --> 00:03:21.030 his skills fit the way I chose to play the game. 00:03:21.030 --> 00:03:26.069 But there were also interesting repercussions for my choices: by neglecting the warrior 00:03:26.069 --> 00:03:29.140 branch, i was pretty lacklustre at one-on-one combat. 00:03:29.140 --> 00:03:35.070 I often had to run away from direct encounters and find new ways to approach situations. 00:03:35.070 --> 00:03:39.950 Immersive sims are also good at showing the repercussions of picking certain skills. 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 00:03:45.380 --> 00:03:49.330 chosen, forcing you to find alternate routes that better suit your character. 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 00:03:54.550 --> 00:03:59.620 where friendly turrets now consider you a threat and try to kill you. 00:03:59.620 --> 00:04:05.470 Another way skill trees screw up is simply by making the skills just really boring. 00:04:05.470 --> 00:04:10.019 Making your attacks do a few percentage points more damage, or giving yourself a couple extra 00:04:10.019 --> 00:04:13.660 health points… is just not very exciting. 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 00:04:19.620 --> 00:04:24.050 than a few extra numbers on the game’s underlying Excel spreadsheet. 00:04:24.050 --> 00:04:29.340 And don’t forget the rules laid down in Metroid: one ability can serve multiple purposes, 00:04:29.340 --> 00:04:33.810 like the ice beam, which is both a weapon and a way to navigate the world. 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 00:04:39.450 --> 00:04:41.870 into the world and use it. 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 00:04:47.100 --> 00:04:51.240 unlock new abilities - excitedly test them out on a few camps and missions. 00:04:51.240 --> 00:04:56.479 which gave me enough experience points for another ability… and so on. 00:04:56.479 --> 00:05:00.900 That being said, skill trees should generally avoid mechanics that the player should already 00:05:00.900 --> 00:05:02.870 have by default. 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 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. 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 00:05:18.710 --> 00:05:22.530 menu, despite it being accessible from the start in the first game. 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. 00:05:27.979 --> 00:05:32.889 Some skill tree designers obviously believe that bigger is better - check out these monster 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 00:05:39.160 --> 00:05:45.979 bush with a handful of truly interesting upgrades is often the best solution. 00:05:45.979 --> 00:05:51.330 Another issue plaguing skill trees is the actual process of earning these skill points. 00:05:51.330 --> 00:05:55.260 Most games give you the points simply for playing the game normally, which feels like 00:05:55.260 --> 00:05:56.260 a missed opportunity. 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) 00:06:01.470 --> 00:06:04.120 as physical objects in the world. 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 00:06:08.430 --> 00:06:11.900 and crannies of Talos 1, or by doing side quests. 00:06:11.900 --> 00:06:16.870 Choosing how to dole out these skill points allows the designer to encourage a certain 00:06:16.870 --> 00:06:20.449 play style, or to make players check out optional content. 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 00:06:24.760 --> 00:06:27.960 stamina upgrades, are given for completing these shrines. 00:06:27.960 --> 00:06:33.440 That essentially turns the entire world of Hyrule into one giant skill tree. 00:06:33.440 --> 00:06:38.440 This also makes players actively work towards improving their character, rather than randomly 00:06:38.440 --> 00:06:40.680 getting stat boosts as they play. 00:06:40.680 --> 00:06:43.260 This reminds me of Far Cry 3’s crafting system. 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 00:06:48.420 --> 00:06:51.250 to get a few pelts from a certain animal. 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 00:06:56.310 --> 00:06:59.270 for pelts until I had enough to afford the holster. 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 00:07:04.690 --> 00:07:05.520 that goal. 00:07:05.520 --> 00:07:07.860 Getting the, uh, sprint slide, though? 00:07:07.920 --> 00:07:13.060 Well, I just played the game a bit more until I got given some skill points. 00:07:13.060 --> 00:07:18.020 Look: you don’t really need to encourage the player to simply play through the main 00:07:18.020 --> 00:07:21.419 missions - that’s why they bought the game in the first place. 00:07:21.419 --> 00:07:25.550 So use the promise of skill points to encourage other ways to play. 00:07:25.550 --> 00:07:30.710 To play skilfully, or play on harder difficulties, or explore more, and so on. 00:07:30.710 --> 00:07:34.229 But be careful about exactly the sort of gameplay you encourage. 00:07:34.229 --> 00:07:38.960 Skyrim’s system, where players get skill points for performing certain actions, can 00:07:38.960 --> 00:07:44.270 persuade players to just craft dozens of daggers, simply to boost their crafting skill. 00:07:44.270 --> 00:07:51.300 You don’t want to encourage grinding, or gameplay that doesn’t fit the core experience. 00:07:51.300 --> 00:07:55.639 One final issue is that these skill menus are pretty boring to navigate. 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 00:08:00.259 --> 00:08:02.009 travel insurance or something. 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 00:08:06.670 --> 00:08:10.479 the pace of a lighting quick game like Doom. 00:08:10.479 --> 00:08:12.060 So just make them quicker. 00:08:12.060 --> 00:08:16.060 Like in Downwell, where it flashes up three upgrade choices between levels. 00:08:16.060 --> 00:08:18.310 You pick one, and away you go. 00:08:18.310 --> 00:08:19.569 Or just make them automatic. 00:08:19.569 --> 00:08:24.580 Red Dead Redemption 2 has skill trees for both Arthur and his horse, and these upgrades 00:08:24.580 --> 00:08:30.120 - for things like boosted stamina and sweet horse tricks - just unlock as you play. 00:08:30.120 --> 00:08:37.579 Though, whether Doom even needed skill trees in the first place, is another question entirely. 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. 00:08:41.729 --> 00:08:46.149 How about skills that offer both advantages and disadvantages to the player? 00:08:46.149 --> 00:08:48.970 Or skills that can interlink in various ways? 00:08:48.970 --> 00:08:52.300 Or skills where you can only equip a handful at a time? 00:08:52.300 --> 00:08:56.759 Skill trees feel like one of those systems that’s in every game nowadays - simply because 00:08:56.759 --> 00:08:58.459 they’re in every game nowadays. 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, 00:09:02.759 --> 00:09:08.050 and do what everyone else is doing, regardless of whether it suits the game, the experience, 00:09:08.050 --> 00:09:09.999 the pace, and so on. 00:09:09.999 --> 00:09:11.489 So get creative with them! 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 00:09:16.029 --> 00:09:17.360 they should have at the start. 00:09:17.360 --> 00:09:21.459 Or going into a boring menu to get a boring health boost. 00:09:21.459 --> 00:09:24.350 They’re about customising your experience. 00:09:24.350 --> 00:09:26.069 About rewarding different ways of playing. 00:09:26.069 --> 00:09:29.339 And about forcing difficult choices. 00:09:29.339 --> 00:09:33.290 Lemme know about your favourite skill trees in the comments below, and I eagerly await 00:09:33.290 --> 00:09:38.790 a million comments about this crazy Sphere Grid nonsense from Final Fantasy X. I have 00:09:38.790 --> 00:09:40.089 no idea what this thing is…