The bottom line
A good skill tree customises the player's experience by rewarding different ways of playing and forcing hard choices. Most games waste it by copying the usual formula, so each design choice should be made to fit the game.
Key takeaways
- Skill trees work because they pace complexity and make players feel stronger. 1:03
- Starting God of War with all of Kratos's powers could overwhelm players, so new moves arrive step by step.
- Players can preview later abilities in the tree and stay engaged to reach them.
- Players should not be able to unlock every skill in a normal playthrough. 2:33
- In Assassin's Creed Origins the player could not afford everything, so they specialised in the hunter and seer branches.
- Neglecting the warrior branch left that character weak in one-on-one combat, so choices had consequences.
- Skills should be exciting new powers, not small number boosts or basic mechanics. 3:59
- New powers in Dishonored and God of War beat a few extra health points on a spreadsheet.
- Horizon Zero Dawn and Mirror's Edge Catalyst lock basic moves, like grabbing enemies from ledges or the leg tuck, behind upgrades.
- Skill points should be earned by playing in ways the designer wants to encourage. 5:45
- In Prey, Neuromods are objects in the world, so players must explore or do side quests to find them.
- Skyrim's use-based system can push players to craft dozens of daggers, which is grinding.
- Skill menus should be quick or automatic so they do not break the game's pace. 7:51
- Downwell offers three upgrade choices between levels, and the player picks one and moves on.
- Red Dead Redemption 2 unlocks upgrades for Arthur and his horse automatically as you play.
A skill tree isn't about making the player wait half the game to get all the mechanics they should have at the start. They're about customising your experience, about rewarding different ways of playing, and about forcing difficult choices.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 What a skill tree is
The skill tree has become a standard part of big action games, and it offers more than a way to hand out powers.
- Skill trees are now an expected feature of modern console games. 0:09
- Experience from missions earns skill points, which unlock abilities on branches like innovator or hunter.
- They appear in games from Spider-Man to DOOM.
- They began in number-crunching RPGs like Diablo 2.
- They are as expected now as climbable towers, and microtransactions.
- Skill trees also add decision making above the moment-to-moment play. 2:01
- They can make each playthrough feel different.
- Most games waste this by putting poor choices on the branches.
- They also give the UI team something to do, since someone has to draw all the icons.
- The common mistakes, and their fixes, are the rest of the discussion.
2:28 Where skill trees go wrong
Skill trees fail when choices carry no cost and when the skills themselves are dull.
- Letting players unlock almost everything removes the hard choices. 2:28
- Players only choose the order of unlocks, not which upgrades they get.
- Specialising made the character feel personal.
- The hunter and seer branches centred on stealth and tricking the AI at camps.
- Lacking warrior skills, the player ran from direct fights and looked for new approaches.
- Immersive sims show the consequences of skill choices in the world itself. 3:35
- In Deus Ex, some paths lock out depending on your upgrades.
- In Prey, unlocking more skills makes you more alien.
- Eventually friendly turrets treat you as a threat and attack.
- Players must then find routes that suit their character.
- A good skill is exciting to unlock and exciting to use. 4:24
- One ability can serve several purposes, as the Metroid ice beam is both weapon and way to travel.
- A skill should send you eagerly back into the world.
- In Origins, the player unlocked an ability and tested it on a few camps and missions.
- That play earned experience for the next ability, which made a loop.
4:55 Keep the tree lean
A tree of a few interesting skills beats a huge one padded with filler.
- Basic moves should not sit behind upgrades. 4:55
- Players expect them from the start.
- Locking them feels like a loss, not a reward.
- The leg tuck in Mirror's Edge Catalyst was available from the start in the first game.
- Grabbing enemies from ledges is standard in similar games, so its absence in Horizon Zero Dawn felt like a bug until it turned out to be a skill.
- A small, pruned tree is often the best solution. 5:22
- Path of Exile and Salt and Sanctuary have huge "skill forests".
- Skills added just to boost the numbers are weak.
- Some designers seem to believe bigger is better.
- The preferred model is a "tightly pruned bush" with a handful of truly interesting upgrades.
5:45 Make points worth earning
| Points for playing | Points for exploring | Points per action | |
|---|---|---|---|
| How earned | XP thresholds in missions | Found in world, shrines | Repeating a skill's action |
| Example | Most action games | Prey, Breath of the Wild | Skyrim |
| Encourages | Nothing new | Exploring, side content | Grinding (dozens of daggers) |
| Player feels | Random stat boosts | Worked toward the upgrade | Chore |
Skill points work best as rewards for the play a designer wants to encourage.
- Handing out points lets designers steer play. 6:11
- Points can push players toward a play style or optional content.
- In Breath of the Wild, Spirit Orbs from shrines turn Hyrule into one giant skill tree.
- Orbs are cashed in for health and stamina upgrades.
- Most games just give points for playing normally, which wastes the chance.
- Players value upgrades they work toward. 6:33
- In Far Cry 3, a better holster meant hunting an animal for pelts.
- The sprint slide only needed a bit more play.
- He paused the main quest and found the animal's breeding ground on the map.
- Points should reward more than finishing missions. 7:13
- Players already buy the game to play the missions.
- Reward skilful play, harder difficulties or exploring.
- Don't encourage grinding or play that doesn't fit the core experience.
7:51 Speed up menus and get creative
Skill systems should fit the game's pace instead of copying what every other game does.
- Dull menus hurt fast games most. 7:51
- They pull the player out of the world into something like a travel insurance form.
- A slow expansive game like The Witcher can absorb them.
- They can massively slow a lightning-quick game like Doom.
- Whether Doom needed a skill tree at all is another question.
- Skill trees have more room for ideas. 8:37
- Skills could carry both advantages and disadvantages.
- Skills could interlink, or only a handful could be equipped at a time.
- They are in every game simply because they are in every game, so designers get lazy.
- The test is whether a design suits the game, the experience and the pace.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Skill trees work best when they force hard choices, offer exciting new powers, reward varied play, and stay out of the way of pacing. The Assassin's Creed Origins and Prey examples show how scarce, meaningful choices make a character feel personal.
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