Showing posts with label skill-based systems. Show all posts
Showing posts with label skill-based systems. Show all posts

Saturday, May 19, 2012

The Specialization Trap

A trap that many ARPG designs fall into is overspecialization in the face of relatively permanent character advancement decisions. Path of Exile is a great illustration of the pitfalls of optimal play revolving around specializing your character using permanent decisions over a long span of play time.

PoE has an extremely large and intricate skill tree which allows significant specialization: down to the weapon type level--swords, axes, etc and element (fire, lightning, etc) level. You'll need to look for specific weapons and items that suit your specialization choices.

This is damaging to the ARPG model. ARPGs are a combination of various treadmills that complement one another: loot, character level, ability levels, and perhaps a few more (Din's Curse had "reputation" which would grant you a relatively viable rare weapon upon leveling up). An emphasis on specialization limits the character construction decisions (once you've picked the specialization, you jump pump points into that indefinitely) and loot decisions, cutting off significant branches of the decision tree. The more equipment-related specialization, the fewer pieces of loot a character will find that can possibly be upgrades. A character can easily go from having a 20% chance of finding a relevant piece of loot because he specializes in one-handed weapons, to a less than 5% chance because he has been forced to specialize further, perhaps into one-handed swords, in order to continue getting damage and/or accuracy bonuses from new passive skills.

ARPG players are familiar and fond of systems that involve an extreme amount of character choice permanence. Diablo II's attribute and skill points were non-refundable, and the pattern of severely punishing the uninformed by making character decisions irreversible does not enter the consideration of the majority of ARPG-players who grew up playing Diablo and Diablo II. Titan Quest and Din's Curse made a step forward in this regard by allowing point-by-point respecs at escalating prices. Torchlight, the most casual-friendly ARPG I have played, doesn't have respecs built into the game at all--the only way to respec is to use a console command to spawn a respec potion.

Overspecialization leads to minute-by-minute play being less interesting. If you need to invest a high percentage of your points into a very small number of abilities to make them effective, then you're naturally going to be filtering your ability choices by which abilities you have spent points on. Abilities available are further filtered by what loot you have available to you. In the majority of ARPGs you end up in a situation where you have at most two or three useful abilities--sometimes you'll only have one. When you have no more than two or three tools to work with, it's harder for combat to remain engaging.

Spamming a single ability and watching everything die can only remain fun for a little while unless you are specifically looking for a relaxing experience. Unfortunately, the theorycrafting involved in making an adequate character often is beyond the interests of a relaxed player, so they wouldn't get to the point where they could effectively do one ability spam. The mechanical systems thus lead to patterns of play which are not appealing to the kinds of players that have the capacity to use that style of play.

Permanent point-investment schemes also lead to perverse incentives for building characters. You really shouldn't spend points on skills beyond what you specifically need to get to that highest level skill that you want to specialize in. When optimal play is to not participate in the character advancement and be underpowered for tens of hours so that you can be somewhat above average later, the game clearly suffers.

The reasoning and evidence above would indicate that specialization-focused design is poor design.

So why do players seem to like it so much? A game like Diablo II is a complexly layered system of rewards that vary in intensity and frequency in such a way as to draw us in and addict us. Players have trouble separating the fun and not fun mechanics of a game when they are layered as they are in Diablo II. The rewards systems are strong and interleaved into all other mechanics of the game, so it's hard to separate skill tree manipulation and loot sifting from the enjoyable feeling of character progress. Those activities do contribute to character progress, but their design isn't trivial to separate from that positive feeling.

Good ARPG design is much more than simply causing the player to have the positive feeling of character progress, it's optimizing that feeling to happen in as intense and frequent a way as possible without it being diluted by overexposure. It's a difficult balancing and timing act, and different players have higher engagement at different points along the spectrum between constant rewards and rare rewards, large rewards and small rewards.

In games that feature overspecialization, you'll notice that combat tends to reduce to the repeated use of a couple of skills at most. This trivializes combat and turns it into a chore. When combat is a chore, in order to enjoy the game you must enjoy the minmaxing of character construction, which in ARPGs is done via loot sifting and planning/spending skill and attribute points. So the games' fanbases naturally require their members to enjoy that minmaxing and not mind somewhat boring combat.

ARPGs can have exciting combat and enjoyable character advancement. Diablo III is proof. I hope to discuss Diablo III's success in a future article.

Thursday, November 5, 2009

Use-based Skill Gain, Revisited

My post on the character progression has informed my previous analysis on use-based skill gain. Using the tools I provided in that article, I’d like to re-examine use-based skill gain in more detail and draw some distinctions that I missed last week.

Ryzom vs. Darkfall

We are only concerned with systems that grant XP based on the use of specific abilities within a skill-based system. These systems are called “use-based” because the amount of XP you get towards an ability or ability group depends on how much that ability or an ability within that ability group is performed by the character.

Ryzom and Darkfall illustrate two distinct approaches to use-based skill gain. Here’s how their systems answer the three “scope of experience” questions:

  • What will grant experience?
    • Darkfall: Performing any action to completion.
    • Ryzom: Completing a quest or killing an enemy.
  • What will an experience point apply to?
    • Darkfall: The ability group to which the action belongs that granted it.
    • Ryzom: XP is distributed proportionally to ability groups depending on the abilities used to kill a monster. XP is scaled based on the difference between ability group level and enemy level.
  • What can an experience point be spent on?
    • Darkfall: Only on increasing the level of the skill or skill group to which the experience point applies.
    • Ryzom: XP in an ability group goes towards leveling that ability group. Once the group is leveled, XP is converted into points used to buy new abilities and effects.

Runaway Positive Feedback

Notice how narrow and direct Darkfall’s system is. You get XP that is allocated to what you just did. You can’t specialize in any way beyond what you’ve done because of the narrowness of experience’s scope. If you want to perform well (before you’ve capped all your abilities—the lack of cap really kills specialization at growth’s end), you are stuck using the abilities that you’ve used most. So if you are pushing yourself by trying the most challenging content you have a chance at completing, you are stuck using the same set of abilities to the exclusion of almost all else. The positive feedback loop created in this way does not meet its end until you reach the ability cap. Then, and only then, does an optimal build begin bringing its other abilities up.

The pendulum swings between the necessity of complete specialization during character growth to the complete lack of specialization at growth’s end. I see this as the worst of both worlds. To play optimally, you’re trapped into using only what you’ve spent the most time using—until you’ve maxed everything out, at which point it doesn’t matter.

By broadening what XP can be spent on, a system allows specialization beyond exactly what the character is using. Ryzom’s system benefits significantly from letting players choose what their experience will improve within an ability group, instead of forcing the growth to occur in specific points. The positive feedback loop of growth in a certain area spurring further growth does not disappear, but it is significantly moderated.

Exploitation 

A system is more exploitable if the rewarded action is one swing of a sword. If the completed action is broader—like, say, killing an enemy in Ryzom’s system—then the problem largely goes away. Ryzom’s system proportions XP in a use-based fashion, but doesn’t focus all growth only on counting ability use.

The optimal strategy for becoming a master swordsman should not be:

  • Find a friend who can debuff attack power and buff defense.
  • Have him debuff your attack power.
  • Have him buff your defense.
  • Find a mob that has a lot of health.
  • Debuff the mob’s attack power.
  • Buff the mob’s defense.
  • Swing at the mob a million time until it dies.

If that is feasibly the most effective way to gain skill levels, the system is broken. It’s trivially easy to level up that skill. In Ryzom’s system, you can’t gain XP beyond some fixed cap for a given monster, regardless of how many times you swing your sword at it. It’s clearly easier to exploit a use-centric use-based system than it is to exploit a system that rewards only broader accomplishments, like killing an enemy.

Limited Reward Potential

Darkfall has such as strict conception of use that characters cannot be rewarded for any activity above the use of an ability. Why should a system be so restrictive? It cuts out much of the benefit in the experience point abstraction. Ryzom reaps the rewards of using an experience point system while still maintaining the customizability and flavor of a skill-based advancement system.

Use-centric Advancement Systems are Inferior

It’s important that we draw the distinction between use-centric systems, like Darkfall, and other use-based systems. Use-based systems filter XP towards limited ability groups based on what abilities were performed to cause the XP gain. Darkfall’s system represents a pure version of this where use is the center of advancement: all character progress is based directly on use and little else. Systems work better when, like Ryzom’s, use has a more abstract incorporation into how character growth happens.

Wednesday, October 28, 2009

Mechanic Assessment: Use-based Skill Gain

(I made a more recent post which basically replaces this one while doing a much more thorough analysis. Please read it instead of or in addition to this one.)

From my experience with use-based skill gain systems in Oblivion, Morrowind, and Darkfall, I’ve noticed that such systems are inferior. They should be avoided in favor of other approaches to skill-based advancement (as in Fallen Earth) and class/skill hybrid systems (like the one in Final Fantasy Tactics).

First, three gamist reasons why use-based skill gain is an inferior character advancement system:

The character can only be rewarded for a much narrower set of tasks. And that set of tasks is doing whatever action the player wants to level. It’s not clear how quest (or whatever kind of achievement system you want) rewards can fit into this framework. Use-based skill gain cuts out an important part of the incentive structure. In an RPG like Dungeons and Dragons, Dogs in the Vineyard, or Mousegard, combat isn’t an end, it’s a means towards surviving a precarious scenario. There are other means, such as parley, avoidance, and escape that serve that purpose just as well. With use-based skill gain, it becomes difficult to reward the player character for accomplishing anything except easily quantifiable combat and crafting tasks. This leads to gameplay focusing on direct combat and crafting, which narrows significantly the effective and beneficial conflict resolution methods.

Use-based skill gain leads to runaway positive feedback loops that restrict character growth and ability diversity. I kill using ability A so ability A becomes more powerful so I use ability A to kill stuff. This loop generates a second-order effect on skill growth. If you only have a few abilities that are strong enough to use against mobs that drop worthwhile loot, you’re going to use those abilities frequently leading to them becoming more effective and the farming being more efficient and worthwhile. In this way, characters are stuck using the same abilities because only certain abilities are day-to-day useful. But all the abilities are on a similar scale. The Illusion and Mysticism schools of magic were like this in Oblivion: they had some nifty effects, but they were largely composed of utility spells that you would never justifiably use enough to keep the skill level competitive with your melee skills or destruction magic.

Use-based skill gain encourages and rewards exploitation, macroing, and cheating. Some skills necessarily will be used less than others. By factors of hundreds. This forces designers to balance skill advancement against use. This problem cannot be solved. Designers need to measure skill-use frequencies and balance that frequency against how difficult advancement should be. But if a player wants to level a skill, he’s going to find ways to use it more than is reasonable, throwing these calculations off and leading to imbalance. If the player wants to level his buffing abilities, he is going to cast buff spells on everyone he sees if he’s nice, but more likely he’ll cast a buff on himself, then dispell it, and repeat those two actions until he has the desired skill level. Players will always seek to find safe ways to level skills, trivializing the advancement system—developers will always be behind in preventing this kind of behavior. Exploiting and macroing becomes the only way for an honest player to keep up. Darkfall’s EU server has fallen victim to this problem. Exploitation is always the most effective way of increasing skills and it breaks the balance of skill gain.

And one simulationist reason:

Use-based skill gain doesn’t make sense from an immersion/metaphor perspective either. People do not go out and put their life in direct danger to advance from novice to super-novice at using a sword. They spend years practicing with the weapon for several hours every day. The time spent practicing far outstrips that time spent in actual life-threatening struggle. When you’re engaged in combat where life is in the balance, the amount of skill you have when combat begins determines if you live or die. You’re focused on survival, not on dinging 34 on your sword skill. Certainly you will learn from direct combat, but not even a tenth the amount you learned from training since you were the age of 10.

Use-based skill gain should be avoided for primarily these four reasons. As a mechanic, I thought it was a great idea before I played games that implemented it. Now I don’t see a reason to go with use-based skill gain over a different skill-based advancement system, such as purchasing skill levels with XP or some other broader resource.

Tuesday, June 30, 2009

Boy am I sick of time sinks

My current involvement with EVE is nothing more than a game of Progress Quest. Last week I was running around in my railgun Merlin doing level 1 combat missions, got pretty bored with it, and decided to look for a new ship. I don't know if I should pirate or join a sovereignty-seeking corp, but I'd like to get into null-sec and start playing the real game.

I'm having a bit of an issue getting over the towering barriers to entry in EVE. I think I've been a pretty good sport with it up to now. Using my existing Merlin, I plugged in some Ion Blaster IIs, some Rocket Launcher IIs, and a bunch of other necessities (like a good Afterburner, a webber, a warp scrambler, and some damage control) into EVE Fitting Tool. The loadout is decent for learning PvP. I can afford to trash a few as I get my feet wet.

However, I then used EVEMon to plan a skill progression to use all these modules, and the 14 skills will take over 12 days. All my first tier Learning skills are rank 4 or 5. This is such a complete waste of time. Good thing I don't have to actually grind any of this out, but waiting around for 12 days just so I can begin to learn how to PvP in EVE is ridiculous. (To learn how to just sit in some of massively huge and powerful ships in EVE takes over 200 days of training, and the ISK price isn't chump change either.)

Similarly, it takes weeks in WoW to get to level cap where competitive play starts to exist. FFXI and even older MMORPGs take months or years to get to level cap. Why should I be so upset? I've dealt with these time sinks before. Probably because I'm growing up, and I don't have 10 hours a day to throw at a game.

About a year ago, when I quit WoW for the umpteenth time, I made a note about why I left. It was something along the lines of:
As I'm leveling a new character, I'm not really learning anything new. It feels as if I need to prove myself to the game, once again, that I'm worthy of level cap. While in TF2 or DotA or some other non-MMORPG, I'm already at a level playing field, and the skills I learned through months of playing follow me and will be with me no matter when I decide to join up again. The system doesn't make me prove myself; I prove to myself that I still kick ass.

So here I am in EVE, just waiting to learn how to play the game competently, trying to prove to the system what exactly? That I know how to queue up a bunch of skills, go to work, and come home and play TF2 all night?

How about you let me fly whatever I want to fly, equip whatever I want to equip, and use any ability I want to use without having to prove to you that I have the $30 for 2 months of playtime subscription. (Of course I'd have to purchase these things which would take some time to acquire the ISK/gold/gil/etc.) Instead of making me learn Caldari Frigate 5, Destroyers 5, and Interdictors I (for a grand total of 35 days), how about you make the system complex enough (which EVE combat is) so that I acquire player skill and actual combat aptitude as I pop Interdictors.

All in favor of removing these "I am not worthy!" requirements, say Aye!

Sunday, June 21, 2009

Class-based vs. Skill-based Advancement Systems: A Superficial Issue?

Bill Campbell wrote an article on his blog, World of Discourse, about his belief that skill-based and class-based systems only differ superficially. It’s definitely worth reading—this post started as a comment on that article, but rapidly grew into an article worth posting here.

I've been thinking a lot about class- vs. skill-based systems. I disagree that the distinction is superficial. The two systems do share the same basic building blocks: powers and abilities. They each do define boundaries on how a character can interact with the world and how effective it will be. But these two facts do not mean that the two systems are indistinct. They are appreciably different organizational schemes--different ways of character planning.

I may go as far as to say that this is a false dichotomy. There is no canonical skill-based system, and all skill-based systems naturally move towards classification (and being accused of being a disguised class-based system). Whatever ties different skills together and allows them to more easily advance in parallel becomes a classification. For example, if I want to be an expert swordsman, I’m going to want to have skills that allow me to dodge and parry my enemies frequently as well as do a lot of DPS. I have strength and dexterity as my main statistics. Naturally I’m pushed towards certain types of skills by my decision. These common sense patterns of skill bundling are inherent in what we’re trying to do when we play MMORPGs. It seems like the distinction is “does the system have explicit classes?” If it does, it’s class-based. If not, it’s “skill-based.” When someone says “class-based”, you immediately know what he’s talking about: a game whose power advancement is similar to Dungeons and Dragons in its fundamental concepts. When someone says “skill-based”, he’s not giving you much information, aside from the fact that the game may not be close to D&D.

In short, skill-based systems are defined by a lack of explicit, forced ability bundling, but this doesn’t actually tell you anything about the advancement system!

And I haven’t even mentioned that there are also class-skill hybrids: the job system in Final Fantasy Tactics is an example.

But why is the distinction between class-based and non-class-based power advancement not superficial?

In a class-based system, character planning is significantly simplified. Most of it is done by the game designers. The number of viable builds per class is usually no more than three, most often two or one. There are often more classes then there are roles to play in the game, and a character that only can fulfill one role is boring to play. There ends up being a lot of ability duplication in the game by necessity. Balancing this duplication becomes a primary concern of designers.

When you remove this pre-bundling of abilities, players now can have a much stronger role in the shaping of their character’s power. There are important decisions to be made throughout the character’s career and the player must make them with intelligence in order to have a strong character. Although the developers still need to keep many different abilities useful, shifting the balance responsibility of power bundling from the developer to the player vastly changes the way the game is played—the player has more agency in their character’s progression than the developer does (within the rules of the game system), and I believe this is very important to the design of the system. it’s a far-reaching and meaningful difference.