Exercising these skills will put experience points into the appropriate pool, which is used in turn to purchase new talents and abilities under their given skill trees. Graveyard Keeper for example categorizes activities into three types: Red (physical labor and combat), Green (working in nature and farming), and Blue (spiritual & academic). Some games however try to find a balancing act between the two. Rather, the player will pursue actions that give the most experience more quickly. there's a certain disconnect between killing hordes of monsters in order to level up your Science skill in Fallout for example, and disincentivizes the player from engaging in the skill they want to level up. Gaining by assignment on the other hand empowers the player more at the cost of immersion. But the reality is that most players don't pursue the Mining skill because they find mining fun, they do so because they want to achieve some sort of secondary goal (such as getting a rare alloy). If your ultimate goal is to level up your Mining skill for instance you have to run around caves whacking at rocks for ages until it gets to a specific endpoint. Gaining by using is more realistic and immersive, but in my view it incentivizes more monotonous play. Skill points are a game-abstraction, it's okay if they're not treated wholly realistically. Sure it makes sense, but as an acceptable departure from reality, I think it's more fun to have been able to prepare a little. But if you get late-game and you've not got any points in energy-weapons, all that awesome will lose its impact if you can't hit the broad side of a barn. So it's worth putting a point or two into it each time you level up and reserving most of the points for what you're doing at the moment. Those weapons are naturally excellent late-game weapons with solid damage and an awesome vibe. Pretty much worthless for the first 1/3rd of the game until you finally find some laser/plasma guns. I didn't shoot a guy in the head and get arbitrarily better at cooking.īut on the other hand, there's something to be said for dumping spare points into something I want to be good at later.Įnergy Weapons is a late-game skill in Fallout. On the one hand, Gain-By-Using means that the skill-points aren't immersion-breaking and aren't going into unearned skills. That's not necessarily a bad thing, but it does reduce flexibility. What I tend to find is that it locks the player into what's necessary, rather than allowing them to explore what's possible. The Gain-by-using method has its benefits certainly.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |