Skill Trees: When did they stop feeling like choices and start feeling like homework?
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So if skill trees are feeling like homework, what’s the real-world impact? Are we seeing fewer players sticking with games past level 50 because the tree’s a chore, or is that just confirmation bias from a vocal minority online?
If skill trees are becoming obligatory, isn’t the real question whether players are engaging with them at all? Systems like Diablo IV’s feel more like a back-of-the-box checklist than a meaningful progression layer. But then, how many players in Remnant 2 actually use the skill customization option?
Dan brings up a good counterpoint, but he’s missing that the Ubisoft dev quote specifically calls out how ‘content checks’ are used to validate player engagement loops in open-world design. That’s not hypothetical—it’s an internal design practice.
Which part of the Ubisoft post-mortem actually changed your read on this? The ‘content check’ framing isn’t new—they’re just admitting what everyone already suspected.
Wait, if we’re seeing this shift in RPGs... has anyone crunched the numbers on how often players actually respecc their skill trees post-launch? Like... actual telemetry data, not just forum hot takes...