Learning Systems: Level Up vs. Shops or Trainers

Diamond Star

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I've recently had my thoughts and plans getting to gather,, and I think that I can start

designing my game seriously. But unfortunately there are many features I am planning to

include whose have many ways and mechanics for implementing it. So I am confused and

hesitated. Thus I came to the best forum for game machanics discussion to get opinions

and thoughts to help me to choose. I'll ask about many topics in different threads.

Here I'll start with skill learning systems.
There are two main ways to learn characters skills in RPG; either by leveling up or by

purchasing them from shops.

I know each has its pos and cons. So I wish to know details and opinions about this.

Because I am really confused and whenever I decide to use one I hesitate.
 

TheoAllen

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Linear level up is more simple, imo it suits better for linear type game where you had little to no choice of the game. As you will mostly sit down and enjoy the story or so.

Shop skill encourage the player (or, me?) to grind. It makes u curious how broken the character once u learned em all. That said, it suit better for a game that has long gameplay and possibly more open.
 

Shaz

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Is there a reason you can't use both methods?
 

Diamond Star

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I actually tend to the second choice. But the problem is balancing will be difficult where there are many probabilities for actors' skillsets. Playtesting and balancing battles will be hard because you cannot predicate which skillset each actor will have in a given point. The problem gets bigger as the party grows.
 

EpicFILE

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I understand your concern, espeially regarding boss battles.
If you want to make a fun and challenging boss battles, you need to know the characters' skillsets,
and predict the possible strategies based on that skillsets.

My advice is to give every characters a default skillsets (ones they will learn at some point),
but let them able to learn other skillsets as well. (if you want a non linear learning system)
So you only need to make sure that the bosses can be defeated with default skillsets.

Now what you have to do is give an illusion that the default skillsets is obtained in a non linear way.
There's no precogition of how the default skillsets for each characters looks like.
But you guide the player, in subtle way, to learn those default skills.

Suppose you need a "Dragon Spirit" skill to defeat a certain boss at some point in game.
What you can do is make an obligatory quest before it, about obtaining Dragon Spirit. (by killing a dragon or secret scroll for example)
 

Extazee

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I'm making my first serious game and honestly, I use neither.

I'm making my character craft their skills. It's revolving, however, around a whole new inventive system for magic. Basically the character can be build however the player chooses but has to work for the skills.

So my vote is against linear.
 

Wavelength

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As a player, I tend to like specifically obtaining my skills in some way - whether it's buying them, obtaining them from trainers/discovery points, unlocking them in a "skill tree" section of the menu, or even just choosing which one of three skills I'd like to earn after a boss fight.

Being given the skills for level-ups (or at certain points in the plot) is not that bad, but it's not particularly exciting either, and represents a lost opportunity to make the player feel like the skill is "his" rather than just an element of the game.

If you do go the 'buy' route, I recommend using a separate currency for skills - using regular currency that you're also using for shops risks game-balance issues.
 

Diamond Star

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I recommend using a separate currency for skills - using regular currency that you're also using for shops risks game-balance issues.
I actually realized the need to separate learning currency from regular one weeks ago, And now you encourage me.

Mt idea is to give each character certain amount of so-called Development Points DP e.g. 10 each level up and each skill costs 10 or 20. So player must think how to spend his points. That opens new thing like providing additional DP through special optional quests
 
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Diamond Star

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My problem still planning for battles and bosses. I'd use an approach like making necessary skills is obligatory by some way. but it is not easy
 

Kes

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[dpost]Diamond Star [/dpost]
If you want to add something just edit your earlier post and add the additional info.
 

gstv87

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TLDR answer:
if you make it level-dependant, you'll need to set up a system of handlers for each level, and a pile of experience that would need to be filled up.
if you make it item-dependant, you can just throw all the items into the shop with a price, and put the money to be obtained through monster hunting.
if the player is not strong enough to defeat the monster, they won't get the money, and they won't get the item.... it's a control system on it's own.

*getting* the skills *through* the items, is a different system.
 

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