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Building Better Skill Trees | Game Maker's Toolkit

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    These days, it feels like you can’t release
    a big blockbuster action game without one
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    of these things: a skill tree.
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    You’ve definitely seen them before, in games
    like Tomb Raider and Watch Dogs.
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    They often have three distinct branches, with
    cute names like innovator or hunter.
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    In these games, you accrue experience points
    by playing through missions, and whenever
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    you hit some sort of arbitrary threshold you
    get a skill point.
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    A skill point, which you can spend to unlock
    a new ability.
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    This might be something funky like a brand
    new move, or something a little less exciting
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    like a few extra health points.
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    Skill trees like this were first found in
    number crunching RPGs like Diablo 2, but have
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    since become ubiquitous in big budget action
    games - in everything from Spider-Man to DOOM,
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    to the point where it’s now just an expected
    part of a modern console game, like climbable
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    towers, and microtransactions.
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    But while I find a lot of these tropes to
    be pretty cliched and tiresome, I can totally
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    see why skill trees work, and how they can
    benefit certain games.
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    For one, they can be used to trickle out complexity
    over the course of the game.
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    If you started God of War with all of Kratos’s
    powers, it might be completely overwhelming
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    and some players might stick to the simple
    stuff and never delve into the finer details
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    of the combat system.
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    But when you earn new powers from a skill
    tree, your mechanical move set opens up incrementally
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    over the course of the game.
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    And because you spent some kind of currency
    on that move, you’ll probably feel compelled
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    to actually use it.
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    Skill trees are also a nice way to make players
    feel like they’ve grown in power over the
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    course of the game.
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    At the start of the adventure you’re weak
    and have only a few special powers - but by
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    the end you’re a walking tank with armfuls
    of abilities.
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    This also can be used to keep players engaged.
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    They can scan the skill tree to get a preview
    of abilities they’ll be wielding later in
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    the game, and then stick with it until they
    get to to that point, excited about the prospect
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    of playing with all those new powers.
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    Skill trees also add meta level decision making
    into a game.
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    They can create a different experience each
    time you play.
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    And they give the UI team something to do.
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    Someone’s go to draw all those icons.
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    But for all their benefits, most games squander
    their skill trees by making really poor choices
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    about what to put on those branches.
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    And so in this video we’re going to talk
    about some popular mistakes that skill trees
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    make - and how we might be able to fix them.
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    For starters, a lot of games that feature
    skill trees will allow the player to unlock
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    most of the upgrades, if not all of them,
    by the end of the game.
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    Just through a normal amount of play.
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    And this really misses an opportunity to make
    players think hard about their choices.
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    They’re only thinking about what order they
    unlock the skills - when they could be thinking
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    about which upgrades they’re actually be
    able to get.
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    I personally enjoyed the skill tree in Assassin’s
    Creed Origins, because I definitely wasn’t
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    able to afford all of the skills by the end
    of the game.
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    Instead, I had to specialise - I focused on
    the hunter and seer branches, which were all
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    about improving my abilities in stealth, and
    increasing my options in taking out camps
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    through tricking the AI and causing chaos.
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    This created some cool outcomes: like how
    the Bayek in my game felt personal to me and
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    his skills fit the way I chose to play the
    game.
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    But there were also interesting repercussions
    for my choices: by neglecting the warrior
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    branch, i was pretty lacklustre at one-on-one
    combat.
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    I often had to run away from direct encounters
    and find new ways to approach situations.
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    Immersive sims are also good at showing the
    repercussions of picking certain skills.
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    In the Deus Ex games, certain paths and options
    will be locked out based on the upgrades you’ve
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    chosen, forcing you to find alternate routes
    that better suit your character.
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    And in Prey, the more skills you unlock, the
    more alien you become - right up to the point
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    where friendly turrets now consider you a
    threat and try to kill you.
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    Another way skill trees screw up is simply
    by making the skills just really boring.
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    Making your attacks do a few percentage points
    more damage, or giving yourself a couple extra
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    health points… is just not very exciting.
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    So brand new powers in Dishonored and exciting
    new attacks in God of War are far more desirable
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    than a few extra numbers on the game’s underlying
    Excel spreadsheet.
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    And don’t forget the rules laid down in
    Metroid: one ability can serve multiple purposes,
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    like the ice beam, which is both a weapon
    and a way to navigate the world.
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    Ultimately, a good skill will make you excited
    to finally unlock it, and then eager to go
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    into the world and use it.
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    Back to Origins for a second, I find myself
    caught in a really engaging loop where I’d
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    unlock new abilities - excitedly test them
    out on a few camps and missions.
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    which gave me enough experience points for
    another ability… and so on.
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    That being said, skill trees should generally
    avoid mechanics that the player should already
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    have by default.
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    When i played Horizon Zero Dawn, I was peeved
    that I couldn’t grab enemies from ledges
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    like every other game of its ilk - until I
    found out it was an unlock-able skill.
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    Same goes for Mirror’s Edge Catalyst, which
    locked Faith’s leg tuck move behind an upgrade
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    menu, despite it being accessible from the
    start in the first game.
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    Oh, and don’t feel the need to add in crappy
    skills just to boost the numbers.
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    Some skill tree designers obviously believe
    that bigger is better - check out these monster
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    skill forests for Path of Exile and Salt and
    Sanctuary - but if you ask me, a tightly pruned
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    bush with a handful of truly interesting upgrades
    is often the best solution.
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    Another issue plaguing skill trees is the
    actual process of earning these skill points.
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    Most games give you the points simply for
    playing the game normally, which feels like
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    a missed opportunity.
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    Let’s go back to Prey, which has these Neuromod
    tools (the game’s version of skill points)
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    as physical objects in the world.
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    This means you have to go out there and find
    them - maybe by exploring the different nooks
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    and crannies of Talos 1, or by doing side
    quests.
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    Choosing how to dole out these skill points
    allows the designer to encourage a certain
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    play style, or to make players check out optional
    content.
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    Like in Zelda Breath of the Wild, where Spirit
    Orbs, which can be cashed in for health and
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    stamina upgrades, are given for completing
    these shrines.
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    That essentially turns the entire world of
    Hyrule into one giant skill tree.
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    This also makes players actively work towards
    improving their character, rather than randomly
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    getting stat boosts as they play.
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    This reminds me of Far Cry 3’s crafting
    system.
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    in that game, I knew I wanted a better gun
    holster - and the menu told me that I needed
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    to get a few pelts from a certain animal.
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    So I paused the main quest, found the animal’s
    breeding ground on my map, and went hunting
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    for pelts until I had enough to afford the
    holster.
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    I wanted an upgrade and had to figure out
    how to get it, and had to actually work towards
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    that goal.
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    Getting the, uh, sprint slide, though?
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    Well, I just played the game a bit more until
    I got given some skill points.
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    Look: you don’t really need to encourage
    the player to simply play through the main
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    missions - that’s why they bought the game
    in the first place.
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    So use the promise of skill points to encourage
    other ways to play.
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    To play skilfully, or play on harder difficulties,
    or explore more, and so on.
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    But be careful about exactly the sort of gameplay
    you encourage.
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    Skyrim’s system, where players get skill
    points for performing certain actions, can
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    persuade players to just craft dozens of daggers,
    simply to boost their crafting skill.
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    You don’t want to encourage grinding, or
    gameplay that doesn’t fit the core experience.
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    One final issue is that these skill menus
    are pretty boring to navigate.
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    They take you out of the game world, and into
    a menu screen that looks like you’re buying
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    travel insurance or something.
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    This is not a huge deal in an expansive adventure
    like The Witcher, but it can massively slow
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    the pace of a lighting quick game like Doom.
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    So just make them quicker.
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    Like in Downwell, where it flashes up three
    upgrade choices between levels.
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    You pick one, and away you go.
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    Or just make them automatic.
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    Red Dead Redemption 2 has skill trees for
    both Arthur and his horse, and these upgrades
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    - for things like boosted stamina and sweet
    horse tricks - just unlock as you play.
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    Though, whether Doom even needed skill trees
    in the first place, is another question entirely.
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    The thing about skill trees is: there’s
    loads of fun stuff you can do with them.
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    How about skills that offer both advantages
    and disadvantages to the player?
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    Or skills that can interlink in various ways?
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    Or skills where you can only equip a handful
    at a time?
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    Skill trees feel like one of those systems
    that’s in every game nowadays - simply because
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    they’re in every game nowadays.
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    But that doesn’t make them bad - it’s
    just very easy to get a bit lazy with them,
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    and do what everyone else is doing, regardless
    of whether it suits the game, the experience,
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    the pace, and so on.
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    So get creative with them!
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    A skill tree isn’t about making the player
    wait half the game to get all the mechanics
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    they should have at the start.
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    Or going into a boring menu to get a boring
    health boost.
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    They’re about customising your experience.
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    About rewarding different ways of playing.
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    And about forcing difficult choices.
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    Lemme know about your favourite skill trees
    in the comments below, and I eagerly await
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    a million comments about this crazy Sphere
    Grid nonsense from Final Fantasy X. I have
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    no idea what this thing is…
Title:
Building Better Skill Trees | Game Maker's Toolkit
Description:

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Video Language:
English
Duration:
09:50

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