Since I'll probably never get a chance to make any of my own game design ideas, I wanted to share at least one simple mechanic I just thought of, and wondered if it was either in any videogames, or if there are any glaring oversights I might have made? I also want to know your ideas, so you can skip all of this and post your own game design idea:
Skill trees in games are usually linear, so certain builds rise to the top. Since I've been playing League of Legends a lot, I'm attracted to the idea of player-specific builds. The unique character themes are refreshing, but the overlapping skills are confusing.
I imagine a skill tree where all characters start in the middle of a hexagonal grid. Characters can spend as many points on a skill as they want, or move on to a new skill that is adjacent to the skill or spell currently being developed.
Various archetypes or skill types could be focused further from the center if they are more powerful, forcing some polarization and specialization to balance abilities, while still allowing players to “multiclass” with the penalty of being “spread out” on the grid. A build becomes a historical DNA of decisions that have shaped their abilities currently available to them today, with various schools of simplicity and complexity.
A better variation that instead of starting at the center, have the player start at the beginning of a pyramid, in that a player levels up one or more of a various set of a available spells based on the previous path taken, and that once they decide that they want to move on to the next stage, they can no longer upgrade those skills.
Almost like “growing up,” in that after a certain window is closed you have whatever you got out of that period and you have to move on. This would make level 2 meaningful instead of just the road on the way to level 10, because that's when you learned to fish, and if you hadn't spent your time with the old man learning that, you wouldn't have the epic fishing skills you have today that allow you to keep your character alive.
Your skills become a story and you can't “go back” and learn those skills again, so the early game can be made rich and exciting, like the beginning of a quest every time you play, because you know the first couple decisions put you so far. One of the keys is to recognize that edge pieces in the pyramid would be more specialized, while middle pieces would have access to skills from more specialized groups without access to the outer edges, providing a natural balance.
Does that seem obviously dumb to anyone else? Is it already prominent in a game yet? Would anyone like to steal my idea because I just want to know if it'd be fun. Does anyone have any ideas that they've thought of for games that they wish they could just see built?
Skill trees in games are usually linear, so certain builds rise to the top. Since I've been playing League of Legends a lot, I'm attracted to the idea of player-specific builds. The unique character themes are refreshing, but the overlapping skills are confusing.
I imagine a skill tree where all characters start in the middle of a hexagonal grid. Characters can spend as many points on a skill as they want, or move on to a new skill that is adjacent to the skill or spell currently being developed.
Various archetypes or skill types could be focused further from the center if they are more powerful, forcing some polarization and specialization to balance abilities, while still allowing players to “multiclass” with the penalty of being “spread out” on the grid. A build becomes a historical DNA of decisions that have shaped their abilities currently available to them today, with various schools of simplicity and complexity.
A better variation that instead of starting at the center, have the player start at the beginning of a pyramid, in that a player levels up one or more of a various set of a available spells based on the previous path taken, and that once they decide that they want to move on to the next stage, they can no longer upgrade those skills.
Almost like “growing up,” in that after a certain window is closed you have whatever you got out of that period and you have to move on. This would make level 2 meaningful instead of just the road on the way to level 10, because that's when you learned to fish, and if you hadn't spent your time with the old man learning that, you wouldn't have the epic fishing skills you have today that allow you to keep your character alive.
Your skills become a story and you can't “go back” and learn those skills again, so the early game can be made rich and exciting, like the beginning of a quest every time you play, because you know the first couple decisions put you so far. One of the keys is to recognize that edge pieces in the pyramid would be more specialized, while middle pieces would have access to skills from more specialized groups without access to the outer edges, providing a natural balance.
Does that seem obviously dumb to anyone else? Is it already prominent in a game yet? Would anyone like to steal my idea because I just want to know if it'd be fun. Does anyone have any ideas that they've thought of for games that they wish they could just see built?
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