I've been thinking about the leveling system in the last 3 Elder Scrolls games and how it differs from most action-RPGs by making the player use skills to level up instead of leveling up to get skill points.
From what I've seen of that series, it seems to entirely possible to make an action-RPG without any point distribution or buying of skills/abilities/perks/attributes/upgrades whatsoever. A game where the player could gain different abilities, upgrades, skills, perks, and attributes based on how they play the game. In theory, this system would give the same sense of progression present in a normal action-RPG, but without the middleman. In theory, A game like this could automatically mold a character into one perfectly suited for a playstyle without actually needing to plan out stats for that playstyle.
For example, a character could gain strength by inflicting melee damage on enemies, health by taking a lot of damage, or agility by dodging enemy attacks. They could even gain perks by simply using the weapons and tactics that those perks benefit.
It seems to me like it would work, it could potentially be the ultimate way of streamlining an action-RPG while still making each character unique. It doesn't seem like it would be too difficult to curve exploitation either.
I'm not completely sure if a system like that could work or not though since I haven't seen a game or even a PC mod that uses a system like this, so I want to know what you guys think.
1. Do you think an action-RPG could work without the manual distribution of points or buying of skills, abilities, perks, attributes, or upgrades?
2. Do You think a system like this would work better or worse than the standard stat point distribution and ability/perk/upgrade buying systems?
From what I've seen of that series, it seems to entirely possible to make an action-RPG without any point distribution or buying of skills/abilities/perks/attributes/upgrades whatsoever. A game where the player could gain different abilities, upgrades, skills, perks, and attributes based on how they play the game. In theory, this system would give the same sense of progression present in a normal action-RPG, but without the middleman. In theory, A game like this could automatically mold a character into one perfectly suited for a playstyle without actually needing to plan out stats for that playstyle.
For example, a character could gain strength by inflicting melee damage on enemies, health by taking a lot of damage, or agility by dodging enemy attacks. They could even gain perks by simply using the weapons and tactics that those perks benefit.
It seems to me like it would work, it could potentially be the ultimate way of streamlining an action-RPG while still making each character unique. It doesn't seem like it would be too difficult to curve exploitation either.
I'm not completely sure if a system like that could work or not though since I haven't seen a game or even a PC mod that uses a system like this, so I want to know what you guys think.
1. Do you think an action-RPG could work without the manual distribution of points or buying of skills, abilities, perks, attributes, or upgrades?
2. Do You think a system like this would work better or worse than the standard stat point distribution and ability/perk/upgrade buying systems?