New ideas for skill systems
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locke


Hi all.

It's old man locke here. Since we are experiencing a bit of a slowdown in the traffic, I thought I'd give up a little rant about one of the more popular components of RPGs, the Skill system.

For many games, the "skill" system has a different name, and often skills and magic are tied together, but all-in-all, a skill system of some sort is almost a key ingredient to RPG stew.

I spend a lot of my time debating systems... combat systems, skill systems, advancement/leveling systems... and skill systems are the ones that I have the most trouble being creative with. It's hard to come up with a truly new and unique way to give "special abilities" to player-characters. But since it's such an integral part of RPGs, I figure it's a puzzle worth pursuing.

Thus this discussion. One of the thoughts I've had... and one way I've implemented skill systems in the past is to eliminate the "choose it from a list" syndrome entirely. If you replace the "skill point", menu driven monotony that we see in many games now-a-days, you can lead players on a new kind of adventure, and something that hasn't been done much in recent games.

Something I've been working on for a while is the idea of having individual skills available through questing. In order for a character to gain a skill he/she must find the trainer for the skill, which may in itself, involve a quest. By wrapping the acquisition of the skill in a quest you generate an opportunity to develop your story, provide custom content for a particular type of character (class/race/whatever), and give the character a unique reward for adventure. Let's do an example.

Say you have a warrior class... very common. High fantasy warriors usually hold a sword and shield, and run around lopping the heads off of evil doers. It's classic. Typically (for example), when you turn level 4 you get "kick" or "bash" or some other skill that enhances combat in one way or another. This could be a skill selected from a list when you ding to level 4 ("you've earned 4 skill points!") or it might be given automagically at level 4 to all warriors ("you learn 'kick'!"). Blah. Let's mix it up a bit.

Let's say when you ding level 4, you get a note from a grizzled old mercenary who says "I've heard good things about you. Come to my hut in the Swamp of No Hope and I'll help you stomp heads better!" So now you have a quest. You might dig it, you might not... but either way, you need to earn it. And earning it is fun! So you enter the Swamp of No Hope, and you wander around killing Giant Lizards and other such things, gaining XP and enjoying yourself, when you stumble across a hut. You go into the hut and the old man says "What took you so long?!"

After a brief chat, he offers to teach you the "Kick" skill. You do, and you are on your way... empowered to introduce your boot to some of those Giant Lizards!

Now let's say... at level 8 you get two messages. One from a Mage in a city far away, and one from a knight of the local kingdom. One offers a special ability -- a simple 'heal' spell -- very useful to a warrior. The other offers a strategic skill "empower", which, if cast before combat, gives you an offensive boost. Now let's say you think to yourself... I'll be smart. I'll do BOTH! So you run off to the Mage's place, and once you get there, she gives you a quest: You must bring her an Enchanted Egg from the King's private stash. Hmm... that might make it so that the knights don't like you much. So you go to the knight and he offers you a quest to slay a "rogue Mage!"... guess who?!?!

Give the player a reason to make choices, and the results will be more valuable. Perhaps you offer the chance to obtain the other option later on through more plot. Perhaps you don't. I wouldn't... but that's another story! Cause and effect are what games are all about. Give them choices, but make the choices count... particularly as they progress. Let them open a door, but make it cost them the chance to open a different door. Again, another story. heh.

Anyway.. you get where I'm going with this. Imagine a scenario where every skill was distributed via a hand crafted quest. You could control it with "notes" and "letters" and other such timed medium... or... you could allow the content to control who has access. If you want to allow a level 20 player to get the "Rend" ability, put the "Rend quest" in an area that only a level 20 player could get to!

Bottom line, use your imagination. There are new way to approach old gameplay mechanics, and the power of VERGE 3 let's us do it our way.

Any thoughts? What are you new skill system (or any other system's) ideas?

-locke

Posted on 2004-03-19 06:16:14

anonymous

I have always thought of "skills" more as stat-like things. I think "abilities" would be bore descriptive of what you’re talking about. Then again, maybe not. I don't know. Personally I have always liked the SaGa Series' tech/spell system. Although a lot of the time it is far too random. Ideally though, it may be the most balanced way to learn abilities: by using other abilities. Another thing I would like to see more often is "custom" spells, where you could make your own abilities out of different effects, or mastering a particular system for making abilities. Something like Eternal Darkness or Treasure of the Rudras only more flexible, where you can actually stack effect on top of each other to make spells that do many things at once. I myself, sort of like choosing things form a list. Keep in mind that this is most likely intended to simulate a pen and paper RPG character sheet. That concept taken to the extreme might prove vary interesting. Your concept seams like it would involve a multitude of dungeon crawl-like quests in order to get anywhere. Dungeon crawls are definitely the most annoying parts of RPGs if you ask me. I much prefer building up in a way that doesn’t involve quests, unless the quests are sufficiently diverse and interesting, witch is vary rare in an RPG.

Posted on 2004-03-19 09:10:33

KilloZapit

That was me.

Posted on 2004-03-19 09:12:58

Mythril

In FF5 you had to do quests to get the best magic/abilities! That was neat. But it may be overkill to have a quest for every single ability, yeah. Compromises!

Also, a system which can let you get new abilities by combining abilities would be cool, but maybe quite troublesome to make? Chrono Trigger's double/triple techs is an example of an approach to this, in any case. But that is the only example I can think of now...

Posted on 2004-03-19 14:36:32

andy

SaGa Frontier's skill system was brilliant in its simplicity and sheer awesomeness. Human characters learned new techniques on the spot, more frequently in desperate situations. In particular, they would learn 'counter' skills in response to being attacked. This was particularly interesting when you threw the combo system into the mix. (same idea as Chrono Trigger et al)

It's a real thrill to see the big boss wind up for a killing blow, only to see your hero spontaneously evade and counter the attack. Additionally, the system actively encourages players to go through the game on the 'ragged edge' (ie not powerleveled), which happens to be way more entertaining than breezing through the game at level 99. (either that, or I'm the only person alive who thinks that most RPGs are more fun when you are just barely surviving)

Posted on 2004-03-19 16:19:18

hahn

There are basically two features you're getting at here:
1) Reserving some abilities for the clever players
2) Customization / mutual exclusivity

I'm a big fan of both of these, and the ability paradigm Grue and I are working on for the default/Sully configuration will allow for them.
I like 1) because somehow a Meteor spell is less satisfying if you know that every player after X hours will get to level Y and see it. I like 2) for both engaging strategy and replay value. In System Shock 2, a lot of equipment has minimum skill requirements, and there is no way to get enough skill to see everything in one pass through the scenario, so you play again and again. Re: strategy, choosing the right option for overcoming challenge X is always more satisfying than merely running roughshod over challenge X by virtue of numerical superiority (HP, attack power, etc.)

Posted on 2004-03-19 20:20:09

KilloZapit

I really liked the side quests in FF5 also. It was one of the coolest parts of the game. Chrono Trigger, also had a similar set up, but you only got weapons. FF5 lets you get cool spells and cool weapons.

About the SaGa Series: The only thing that really bugged me about them was that you had to equip abilities into limited slots. It's pretty stupid if you ask me. Of course, having to equip abilities does offer a bit of extra strategy, but really it is more an annoying limitation then an opportunity to deepen tactics. Ideally, once you learn something you should always be able to use it. Another thing that annoys me is that most attacks are just upgraded versions of other ones. Unlimited SaGa did offer a novel solution to that problem though.

There certainly should be some things in RPGs that are unique to one character or class, or can only be gotten threw particular conditions. It does kind of nag at me when things are "missable" though. Maybe I am just a perfectionist. Luckily, that’s what NewGame+ is for.

Posted on 2004-03-20 03:23:57

andy

About the SaGa Series: The only thing that really bugged me about them was that you had to equip abilities into limited slots.

This goes back to Hahn's comment about mutual exclusivity. It's a Good Thing.

Posted on 2004-03-20 17:53:02

KilloZapit

This goes back to Hahn's comment about mutual exclusivity. It's a Good Thing.


No, mutual exclusivity would be like SaGa Frontier and Romancing SaGa's Spell system where you can't learn conflicting types. A similar tech system would do well too. But forcing you to only equip X techs, when you can easily arrange them before a battle anyway, is stupid. I am all for strategic mutual exclusivity, but not for dumb arrange-your-skill-set-for-each-boss crap.

Posted on 2004-03-20 21:12:06

locke

Good conversation so far.

I think the terms get mixed up a lot. Skills for some are abilities for others, while abilities for some are stats for others. etc. etc..

I was referring here to what I call "skills" from the MUD days... basically new actions that a character can perform - like "kick" in combat, or the ability to take components and "craft a weapon". That kind of thing. They are often statistical in the sense that there is usually a number associated with them (the higher the number, the better you are at it), but for simplicity I was talking about a flag-based system.. like if you have it, you can do it - no score is necessary.

I'll keep posting this kind of stuff, because I like to read what the community thinks about different styles and methods of character advancement and gameplay.

Keep up the conversation!

-lok

Posted on 2004-03-20 22:09:46

Overkill

Personally, I like "branch"-type ability systems, like SaGa Frontier's. Where if you have a certain ability (ex. "Punch") it leads to another new ability (ex."Bright Fist"). The new abiltity that you gain should depend on what other skills you have as well as your equipment. (Though I think SF's is very random - only depending on you to have one ability, and using the weapon type that learns that ability). This idea plus the tech idea from either Chrono game would make a kick ass battle system. If it were to go even more in depth, it would be awesome if every single technique could be combined with another - and not relying on timing and agility, like SaGa Frontier.

Heh, just my idea. But, I think that would be a cool plan.

Posted on 2004-03-21 01:34:19

blues_zodiakos

Has anybody here played Star Ocean 2? The skill system in that game was rather interesting.

Posted on 2004-03-21 15:03:32

Overkill

SO2's skill system was pretty neat. Except there were a lot of skills I never used, like cooking, since I could find items that would be just as good as if I made it myself.

Er... Wait, isn't that specialities or something..? Sorry, haven't played it in a long while, because the voice-overs got to me.

Posted on 2004-03-21 15:20:18

blues_zodiakos

Actually, the game kind of had several skills systems going. First there was skills, that you put points into at level up (Like Perserverance and Feint) and then the 'specialties' that were used by combining different skills (like Cooking and Music), and then the 'super specialties' that were used by combining different party members(Dark Side and Orchestra). I liked the cooking ability because of the cooking contest later on in the game. :D

One of the reasons I really liked SO2 was because I feel that some games feel like they are "over" before they are over. I've gotten all the abilities, all the items, max stats, what's the point? Most games are very finite in a way (not just linear). Star Ocean 2 is indeed finite in the same way, but gives you a lot more bang for your buck by allowing you to get up to level 255, even though you can probably beat the game by level 70 or so (maybe earlier, as long as you didn't take off the last bosses' limiter!), having a quest to make the last boss rediculously hard (not just high hitpoints, but lightening fast), and having 3 difficulty levels for the masochistic. In fact, I really must say that I haven't ever found a game like it in terms of how 'far you can go' with only one playthrough (I usually don't like playing the same game 500 times).

I'd really like to see a game that has some of these characteristics.

Posted on 2004-03-22 16:35:05


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