Results -9 to 0 of 240

Threaded View

  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Psytic View Post
    For me no. I don't like homogenization.
    Homogenization and talent trees are not mutually exclusive, nor are homogenization and a lack of talent trees mutually inclusive. Good strawman, though?

    If only one option in a talent tree is competitive with the better options of the classes your slot in party would compete with in a given setting, then you have no further diversity within your class for having included talent trees; you've merely pruned the class badly, made given it less direction, and forced players to spend more time in menus and in perusing third-party sites.

    That's the point. I love Divinity 2, even if I have to mod the hell out of it to be able to play anything but physical-heavy damage meta builds. And, again, it is technically possible to achieve the results you seem to be looking for (though those would obviously have to be done better than baseline Divinity 2, since an MMO can't exactly mod its way out of its problems). It just takes immense effort for relatively little benefit in itself. If you're not also collecting the other things a talent system or the like could provide, such as fully milking its potential for character-building, world-building, and player-world interactions, it's just not an efficient use of resources. You'd be better off considering endgame customization as something to be integral to whatever level of horizontal vs. vertical progression you want from endgame and a finely-tuned byproduct of a world- and character-building system, rather than customization for the sake of customization.

    As for modifying the base class here and there to enlarge its "strike zone" by which a player might find it attractive, or avoid annoyances that'd otherwise cost the class the player's affections, I agree, but that's a far cry from talent trees or what we seen from Divinity 2, GW1, Elder Scrolls, or the like. WoW's glyphs, if one could modify as many skills as they want in slight but gameplay-affecting manners, and no combination of those modifications was unfairly* more powerful, would be a much closer example.

    (*What level of power increase due to narrowness of capacity, narrowness of application, or narrowness of player skills levels able to make full use of the set of modifications in their relevant situations, would be considered "unfair" will depend on the surrounding paradigms of the game.)

    Tl;dr:
    Giving players the choice of how to restrict their gameplay (e.g. via talent trees) is efficient only when the system contextualizes that system as a means of growth, rather than restriction. If its purpose is always seen as an answer to content, it will always be seen as restrictive and cumbersome (sacrificing gameplay for menu-play and paying for gameplay options that should be free). Building customization for the sake of customization builds it solely with endgame and content in mind, rather than as may be future-proofed for endgame. Only when it is seen first and foremost as an RPG element, for world- and character-building, will it feel like a system of growth and diversity, rather than of restraint, esoterics, and band-wagoning. Good endgame customization is possible, but it also at best only a byproduct of successes elsewhere.
    (0)
    Last edited by Shurrikhan; 01-28-2020 at 10:00 AM.