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The Elder Scrolls: Online has Skill Points, of which a finite amount are obtainable in a playthrough. Now, can players have theoretical access to every ability, and still have a compelling game? I think so, but it needs to A) be carefully designed, and B) have a limiting factor built in. If players can access every skill in the game, either everything has to be made slightly less useful than it can be (which, leads to a bad game because every tool sucks), synergies have to be nerfed (again, same problem, part of the fun of learning a character is figuring out cool combinations), and as a result all those cool snap decisions get taken out of the game, because every skill turns into a bald-faced variant of 'deal damage/mitigate damage/heal health'.as opposed to a slyly-disguised 'deal damage/mitigate damage/heal health.' To make a compelling game, players can't have a 'right' answer! We need to encourage players to make decisions based on clear problems, with clear knowledge of what they can do, and clear knowledge of the consequences, particularly if said decision is a snap decision, because those are fun. Of all of the valid combinations of skills in a game, as the game evolves, players will find a 'right' answer. In other words, this character conforms to certain conventions for the genre in question (think of how disconcerting it would be for a Star Wars stormtrooper to be using Force Healing!)īalance is another part of the equation. a Ranger is a fighter who wears leather armor, uses a bow, but may use some subset of all possible melee weapons in the game) that plays on defined tropes and expectations. Theming is a thing, because you can create a 'logical' character (e.g. Off the top of my head I can think of two: theming, and game balance.
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