malgox Posted September 17, 2012 So, I have an idea for an "alchemic" skill tree system that I'm sure isn't exactly original, but I'm perplexed as to why it hasn't been used more often in games. Well, I can imagine it could be rife with imbalances and unforeseeable problems, but it still seems worth a try. Basically, I'm disattisfied with how RPGs typically put you into a "class" than give you a bunch of linear paths to travel, all based on simply dumping points into confined categories. I would propose a system where players choose from different descriptors to further color a base class. Instead, or perhaps in addition to, simply leveling up certain skills they'd instead choose ideas like "fire," "rage" or "bardsong" to modify the entire class. Hence, "alchemic," since you could choose different descriptors to end up with entirely different sorts of characters, not just distinguished by different skill-point allocations. Anyway, since this is all rather free-form, I figured I could explain myself best by copying a late-night steam discussion I had with a friend of mine, where we elaborate the basic ideas. Its rough, and long, and fraught with mispellings, but I hope you can see the idea we're trying to hash out: malgox: hey--I have an idea about skill treesmalgox: so; instead of like, levels indifferent attributes malgox: what about you have "thresholds" where you take a new "alchemic" element malgox: so, you start out as like, vanilla fight malgox: but then you have a series of "alchemic specializations" malgox: so, you first choose "fire" malgox: then, all levelling up is "colored" to have something to do with fire malgox: then, you choose "spectral" malgox: so eveyrthing, now, also is colored ot have something to do with ghosts, or whatever malgox: then you choose more abstract terms, such as "blood frenzy" malgox: so, at each threshold level, your abilities all change malgox: its not that you jsut "tick" more points into a score zigavivei: Im dont completely understand what youre going at... malgox: you literally carve more and more identifiers into your class malgox: you'd end up being at Ghostly Fiery Frenzied Warrior zigavivei: Yopu just skill whatever is associated with a particular word? malgox: or something malgox: no malgox: each "descriptor" modifies EVERYTHING malgox: its like adding specializations to a class zigavivei: ah i see malgox: except each specialization isn't like a new branch of the skill-tree malgox: it, rather, "colors" or "flavors" everything zigavivei: ok malgox: hence, alchemic zigavivei: I understand the basic idea now malgox: I like the idea because if means you can create truly original class combos malgox: instead of just differently alocated skill points malgox: say you have 3 base classes malgox: than 3 tiers of customizations, with 3 seperate tiers malgox: *I mean, 3 tiers of customizations, with 3 choices each zigavivei: different choice for each tier malgox: yueah zigavivei: Ok zigavivei: Gotcha malgox: you would effecitvely have 28 different options zigavivei: wow malgox: 3 x 3 x 3 x 3 malgox: I've seen skill trees adopts something kind of like this malgox: but only in a limited sense malgox: like SW:TOR having branching class paths at certain levels malgox: but its not the same because it isn't modular or combinable zigavivei: ok malgox: so; thats my idea zigavivei: so this is your plan for your class? malgox: for Torchlight? zigavivei: yes malgox: if they had the system, totally malgox: I'd be a mother-freakin' bloody ghostly fiery ranger-thing, man zigavivei: I mean they dont but it would be interesting to test malgox: it would be awesome zigavivei: Maybe you could even make a mod like it for the owrkshop malgox: if it would be possible, that would be awesome malgox: than you could be a stealthy arcane-y dragony ranger malgox: and we'd be different enough to justify being the same base class zigavivei: lol malgox: any way, I like the idea of a skill-tree expanding as you gain power malgox: too often if feels like high-level characters end up being more the same zigavivei: Is there a way you could make a visual of this zigavivei: ? malgox: yeah malgox: imagine a tree zigavivei: I think id understand the structure better if i saw it malgox: you start at the base; than it forks into 3 paths zigavivei: ok malgox: than those 3 paths fork each into 3 paths malgox: and so on malgox: its actually more like a fractal zigavivei: ok malgox: so, literally, it branches malgox: you start from the same core, but you end up at a different corner of the tree's outermost branches malgox: same family, different genes zigavivei: What prohibits a full branch from being better than the others? Wouldnt it just devolve into whatever does the most dps anyway? malgox: did you see the Extra Credits thing about incomparables malgox: in Torchlight, all you want is that final number malgox: but in a more complex roleplaying game-thing, there are many ways to achieve an objective zigavivei: yes zigavivei: ok malgox: so, think of a dota hero being constructed this way zigavivei: yeah i get what youre saying malgox: like, chracter creation being like invoker malgox: like, you "invoke" a character class zigavivei: yeah malgox: so lets say you're designing an open-worldy, party-based game malgox: you know, where there's a lot of room for different abilities zigavivei: The more im understanding this idea, the better it sounds malgox: your bloody beserker dragonscale guntoting archmage would have a different strategy for dealing with a problem than your ethereal monkish bardsong thief zigavivei: Thats an excellent idea malgox: the bardsong thief unleashes his "howling despair" ability, phasewalks, than roundhouse kicks a guy in the back zigavivei: So you could feasably end up playing a stealth mage, or a talk thief, for use of more generic class words. malgox: the mage unleashes his fury, fires a volley, has his dragon familiar eat somebodies face, and blasts somebody with a fireball zigavivei: tank* malgox: yeah malgox: I mean, the actually descriptors can be cliched malgox: its the combination that woudl be interesting zigavivei: yeah malgox: and nigh-infinite, for that matter zigavivei: yes zigavivei: I like it james zigavivei: Im trying to think if any game has tried to implement something like it before malgox: this idea's already being implements in tabletop games, but I think computer games could model the combinations interestingly malgox: a tabletop game with a similar idea, but combined only to character creation: http://www.kickstart...from-monte-cook malgox: also, you can probably see the influence of Binding of Isaac on my thinking, in so far as each new ability "reshapes" your existing ones malgox: and literally changes your appearence malgox: so, yeah malgox: a guy can dream malgox: get me in touch with a games designer and we'll see what we can do and, also, a couple parting thoughts: zigavivei: Tis guys kickstarter is interesting I just dont have too much background in tabletopzigavivei: Well, the results malgox: i really like Monte Cook malgox: but you see how basic, yet deep the character creation idea is zigavivei: yeah malgox: if you modelled something like that on a computer... imagine what sort of interesting programming you could do malgox: it really could be like alchemy zigavivei: yeah malgox: each trait is assigned certain modifiers, or whatever malgox: but they'd combine in interesting ways malgox: oh! malgox: something kind of like this; that Gameboy game "Golden Sun" zigavivei: never played it but i know what youre going at malgox: in golden sun there are a bunch of "jinn" malgox: you give them to people and their classes morph malgox: sometimes surprisingly malgox: they literally become different classes based on what "jinn" they carry zigavivei: kinda like FF* and the Eidolon system zigavivei: FF8 malgox: oh, is that how FF8 works? zigavivei: You can equip Eidolons who determmine your stats zigavivei: they level up along with you zigavivei: and each one has a particular style malgox: yeah--that's sweet malgox: I like that idea Share this post Link to post Share on other sites
Gormongous Posted September 17, 2012 So, I have an idea for an "alchemic" skill tree system that I'm sure isn't exactly original, but I'm perplexed as to why it hasn't been used more often in games. Well, I can imagine it could be rife with imbalances and unforeseeable problems, but it still seems worth a try. Basically, I'm disattisfied with how RPGs typically put you into a "class" than give you a bunch of linear paths to travel, all based on simply dumping points into confined categories. I would propose a system where players choose from different descriptors to further color a base class. Instead, or perhaps in addition to, simply leveling up certain skills they'd instead choose ideas like "fire," "rage" or "bardsong" to modify the entire class. Hence, "alchemic," since you could choose different descriptors to end up with entirely different sorts of characters, not just distinguished by different skill-point allocations. Sounds a lot like the way races in the Smallworld board games are built, in addition to Binding of Isaac like you mentioned. I'd love to see it implemented, but wouldn't it be incredibly design-intensive, since it requires devs to anticipate all the permutations? Or are you think of something like a slightly less restricted version of skill runes from Diablo III? Share this post Link to post Share on other sites
I_smell Posted September 17, 2012 Oh so it's like Super Scribblenauts. Yeah I've been WAY interested in fusion and combining things recently. I'm dieing to start a game that's about taking 2 or 3 elements and fusing them together to make a new one. This is how spells work in Magicka- which I am DIEING TO PLAY but I don't have a PC that can play video games. Definately check out Magicka; it's not applied to levelling, but it is this concept applied to spell-casting. I mentioned an RTS in the game ideas thread and my idea with it was basically that there was no currency, and you create new units by fusing your existing units together. So you could make big hulk-men, or giant spider creatures, or giant flying spider hulk-creatures by mashing all your unit types together. Yea combining things rulz and is the best, everyone play Doodle God. Share this post Link to post Share on other sites