This is yet another problem introduced by the awesome in theory and surprisingly terrible in practice idea of RPG - like customizable skill trees available for every character. Their very nature in this kind of game means they are either insignificant or turn humans into superhumans who break historical immersion and difficulty.
I mean, you have to put something in those trees right? So maxed tree devoted to health should make your character super resilient or it feels pointless, maxed intrigue tree should make you intrigue god capable of outsmarting all but very lucky and equally intrigue - tree - based characters...
...the problem is, skill trees are usually applied to video games in which
player character has separate ontological status and plays by different rules than NPCs (show me many RPG heavy games in which all npcs work in the same way as player character), and the world is built around that asymmetry regarding difficulty, scaling and so on.
RPG developers know that obviously if all npcs in the game started on the same level and played by the same rules as human character then human would out - optimize all of them very quickly. So human starts on lvl 1 and enemies walk in huge groups and bosses have like lvl 50 and have spexial arenas and attacks etc etc - entire game is build to provide the challenge to intentionally asymmetric human charater.
What happens when you put all charavters in the game on the same level and give them all the same heavily customizable powerful skill trees and other ways to have power? Human led dynasty and character obviously uses all those tools incomparably better than all AIs and you become physical God very quickly, stronger than any other AI entity in the world in your essence if not yet in territorial resources.
This is why giving this format of a game too much tools to player disposal was a curse in disguise, along much less random chance of everything everywhere. In this system of great human control, human can predictably and objecticely trash any opposition very quickly.
I mean, you have to put something in those trees right? So maxed tree devoted to health should make your character super resilient or it feels pointless, maxed intrigue tree should make you intrigue god capable of outsmarting all but very lucky and equally intrigue - tree - based characters...
...the problem is, skill trees are usually applied to video games in which
player character has separate ontological status and plays by different rules than NPCs (show me many RPG heavy games in which all npcs work in the same way as player character), and the world is built around that asymmetry regarding difficulty, scaling and so on.
RPG developers know that obviously if all npcs in the game started on the same level and played by the same rules as human character then human would out - optimize all of them very quickly. So human starts on lvl 1 and enemies walk in huge groups and bosses have like lvl 50 and have spexial arenas and attacks etc etc - entire game is build to provide the challenge to intentionally asymmetric human charater.
What happens when you put all charavters in the game on the same level and give them all the same heavily customizable powerful skill trees and other ways to have power? Human led dynasty and character obviously uses all those tools incomparably better than all AIs and you become physical God very quickly, stronger than any other AI entity in the world in your essence if not yet in territorial resources.
This is why giving this format of a game too much tools to player disposal was a curse in disguise, along much less random chance of everything everywhere. In this system of great human control, human can predictably and objecticely trash any opposition very quickly.
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