I don't think that more buttons equates to job complexity or depth, but SE doesn't seem to be able to make a small set of interdependent skills for a job.


I don't think that more buttons equates to job complexity or depth, but SE doesn't seem to be able to make a small set of interdependent skills for a job.

Take the blm. The blm at 90 doesn't have many buttons. Yet it has a considerable complexity: the player has to manage his resources, his movement, his timers to always keep up.
The skill bar isn't chock-full of skills, but it's a consistent and challenging job for the player.
So clearly not necessarily having many buttons = complexity in gameplay. Also because you can have 100 buttons but if you then have to press the buttons in sequence with 1-2-3-4-5-6-7-etc it's like having 1 single button. But the argument also applies the other way around.
With 3 narrow skills how do you give depth to the gameplay?
Take an action game: basically it has "two" main skills, but there is the whole action system behind it which makes those two skills an infinite number of different combinations between attacks in the air, dashing attacks and all the possible declinations of attacks based on direction and moment of use, parry, dash, iframe, various combos, attacks based on direction. Then usually an action not only has those basic attacks + action core, but also has other factors that make the gameplay spicy which can be the fields, environmental modifiers, other special attacks, a deep building system etc.
Clearly this considering a classic pve game.
Last edited by Ggwppino; 12-20-2023 at 07:24 AM.
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