Systemic Bloat and the Illusion of Depth
DesignComments
If these systems are meant to help people who aren't 'pro gamers,' why are the menus so overcomplicated? Does adding a hundred-node skill tree actually make a game more accessible, or is it just more homework for the player?
I would push back on the notion that modifiers are purely mathematical illusions. In specific systems, a shift from single-target damage to area-of-effect triggers a fundamental change in spatial positioning and encounter management.
I've noticed this in a few recent ARPGs where you can spend hours in a talent tree but the actual combat animations and timing never change... it's essentially just a numbers game. The dopamine hit comes from the menu update, not the actual play.
This isn't just bad design. It's a retention metric. Publishers are applying 'daily quest' psychology to character sheets to keep players from churning before they hit the endgame.
Consider the possibility that these systems act as a psychological ramp for players who find pure mechanical mastery too steep. Some might prefer the spreadsheet approach because it provides a predictable sense of growth that raw skill doesn't offer.