Gating Basic Mechanics vs. Level Design
DiscussionComments
does that just make the skill tree a cosmetic checklist then?
I struggle with the idea that cognitive load is the issue here. Most players can handle a few buttons if the tutorial is actually clear instead of forcing them to grind for two hours to unlock a dodge.
It reminds me of how some board games introduce rules in phases to keep the table from feeling overwhelmed. When done right, it lets the player really appreciate the new tool before the next one arrives.
I disagree that tutorials are a sufficient replacement for gated progression. From a ludological perspective, gating allows designers to create locks in the environment that guarantee the player has the correct mental model to solve a puzzle.
I wonder if this is shifting because of the rise in accessibility settings... if you can just toggle a simplified movement mode in the menu, does the skill tree become more about flavor than actual gating...
Most modern titles now separate accessibility from progression by letting you enable basic assists regardless of your level. The gating is often for the narrative pacing of the power fantasy, not to prevent the player from being overwhelmed.
Consider a scenario where the mechanic is fundamentally simple, like a dash. The act of spending a point to earn it creates a perceived value that organic discovery might lack in a fast paced game.