Because skill trees are a relic from the 90s and introduce needless complexity for very little gain.
Because skill trees are a relic from the 90s and introduce needless complexity for very little gain.
Jobs are skill trees. Blizzard learned that people only choose the "best" set according to various fansites anyway(or they were completely unable to do content)
If you ask for "skill tree", you'll get emotional answers (as proved by nearly everything above my post). It's better to generalise and ask for "customisation" and play on the fan-service chord because customisation if obviously a strong aspect in many previous FF. It's hard to ask for something with well-pondered reasons, it's better to use something easy as fan-service.
Since the devs of ARR, who are already playing much with fan-service to sell their game, decided to not work much on customisation even though it could be a strong fan-service aspect, I don't think we should expect much from them. It's not something that can be added quickly/easily.
Of course, customisation is (should be...) a foundation of a RPG, but depth in a game is hard to sell (as proved by previous posts with answers like "I can't think by myself and build my own char so I'll just have to read guides to be accepted."). A 5-stars chat room like ARR is good enough.
I've always hated the concept of skill trees. I can understand it in content such as PvP but not PvE. It's limiting plain and simple, and in the end there's almost always a one true build. I would rather be able to earn (Yeah, earn and not have stuff handed to me) abilities and use them in different situations.
Because as is more commonly shown on these forums and any other games forums in the current generation of new gamers the majority are too stupid to know how to do things on their own. Give them too many tools and all they do is complain about how complicated everything is.
I too like a lot of upfront complexity for absolutely zero actual gains. ftw.
Customization in an RPG is only valid in 2 scenarios: when it's a single player game (such that it doesn't matter that you can make 1 character stronger than the others since you're controlling all of them) or when all of the customization options are explicitly balanced against one another (which is effectively impossible without having an extremely limited number of options; you can only test so much).
In games that use skill trees, they do not offer real customization; they offer the illusion of choice (or, more appropriately, the choice between optimal performance and homogeneity or sub-optimal performance and uniqueness which, in a game where you're playing with others and are expected to be able to carry your own weight, the decision to be sub-optimal isn't viable). As someone pointed out earlier, the only value that skill trees (or any level of "in-depth" customization) add is in the amusement the theorycrafters derive in the first couple of weeks before they've hit upon the most effective build.
Skill trees do not provide "depth". They offer a small period of time where experimentation occurs before the optimal decisions are explicitly laid out. From that point on, unless you're an independent theorycrafter, if you don't read the guides, you're basically shooting yourself in the foot. I've run with people that refuse to read guides and don't do anything to figure out how to optimize their choices; they end up being pariahs because they can't compete or function in a group (and, in some cases, they end up incapable of actually finishing the game because the devs are forced to build around the optimal builds because, without doing so, the optimal builds just steamroll through everything).
ARR made a pretty daring choice that I actually think was the right one: they recognized that skill trees are an inefficient expenditure of developer resources (creating a crapton of options and then making sure they're balanced against one another) so they got rid of them. They basically gave everyone the same "optimal spec" that they would have been using anyways, which freed them up to focus on other more important things (like content, of which there is a crapton compared to other MMOs of similar lifespan, especially horizontal content).
You can say you want customization all you want, but it basically translates into one of two "real" statements: you want to *feel* like there's customization even when there isn't or you want to be different than everyone else and you're willing to make yourself less effective to do so. Neither of those is something the devs should really encourage.
I don't blame them for eschewing the whole illusion of choice that a skill tree presents. People will figure out the optimal build within a week or so and anyone not speccing that out will be ridiculed, called a gimp and told to "learn to play" or "GTFO out my my group." This is as sure as the sun will rise tomorrow and people making racist comments on Youtube videos, there is no room in MMO endgame for special snowflakes anymore.
Just your friendly neighborhood elezen
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.