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Skill/Technology Tree
After playing ‘RebelInc.’, a mobile game. I realised how I could implement a technology tree into my concept. I think it will
make it all more interesting. This wouldn’t quite be the same as most technology trees that you’d see across most games.
More like the kind from ‘Total War: Three Kingdoms’. In that game, you can only develop part of the tree, meaning you
won’t discover and use all technologies within one play-though, meaning you are likely to replay to see what else can be
done. Replay-ability is something that I think is important to a game. The way would do this is by requiring the player to
have acquired a certain number of tokens, which would be exchanged for a desired technology. There would be a set
amount of these tokens in the play-through, giving the same outcome as the tech tree in ‘TW: Three Kingdoms’.
More specifically, the reason why I want there to be a limit to how much of the tech tree can be unlocked, is because of
atmosphere. I want the player to feel that choosing a technology to discover is tough and weighed, with pros and cons. The
main con would be that it would take up one or more of the 10 tokens. That kind of tough and thought provoking decision
is one that would give the game a great atmosphere, one that really makes theplayer think about the technology they want
and if it’s worth the cost. I want it to not be like most tech-trees, one that you slowly fill in like a colour-by-number. In my
opinion that kind of tech tree ends up making the plyer feel automotive and robotic. If it comes down to a tough decision
then you feel part of the game, not just filling it in.
The Tree would be as expansive as possible, having loads of technologies gives the game more replay-ability and strategy.
Key reason for wanting to implement a skill/technology tree is to reinforce the core theme of player choice. I want the
player to feel part of any decisions, hopefully some decisions will make them either regret their choice, or be grateful. This
came from inspiration from ‘Assassin’s Creed: Odyssey’. For example, if there is a criminal to be dealt with and the player
decides death, or some other extreme punishment, maybe their family will make a later decision tougher. For a specific
example, One of the Nine Druids comes to you with their riddle. Its theme is mercy, this family enters the room and proves
your lack of mercy, this could be good or bad. I might give the tree the name “The Night Tree”, I might have it tie with The
Shadowed One
The areas of development
1. Science - Daring discoveries in the known/unknown world of sciences…
2. Strategy - Bold and cruel advancements in modern warfare…
3. Stability - Developments to aid the people protected by the order.
4. Support - Developments to increase support from various parties…
5. Suffering - The core of the tree itself, capable of things not many could even comprehend…

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Fmp lore skill tech tree

  • 1. Skill/Technology Tree After playing ‘RebelInc.’, a mobile game. I realised how I could implement a technology tree into my concept. I think it will make it all more interesting. This wouldn’t quite be the same as most technology trees that you’d see across most games. More like the kind from ‘Total War: Three Kingdoms’. In that game, you can only develop part of the tree, meaning you won’t discover and use all technologies within one play-though, meaning you are likely to replay to see what else can be done. Replay-ability is something that I think is important to a game. The way would do this is by requiring the player to have acquired a certain number of tokens, which would be exchanged for a desired technology. There would be a set amount of these tokens in the play-through, giving the same outcome as the tech tree in ‘TW: Three Kingdoms’. More specifically, the reason why I want there to be a limit to how much of the tech tree can be unlocked, is because of atmosphere. I want the player to feel that choosing a technology to discover is tough and weighed, with pros and cons. The main con would be that it would take up one or more of the 10 tokens. That kind of tough and thought provoking decision is one that would give the game a great atmosphere, one that really makes theplayer think about the technology they want and if it’s worth the cost. I want it to not be like most tech-trees, one that you slowly fill in like a colour-by-number. In my opinion that kind of tech tree ends up making the plyer feel automotive and robotic. If it comes down to a tough decision then you feel part of the game, not just filling it in. The Tree would be as expansive as possible, having loads of technologies gives the game more replay-ability and strategy. Key reason for wanting to implement a skill/technology tree is to reinforce the core theme of player choice. I want the player to feel part of any decisions, hopefully some decisions will make them either regret their choice, or be grateful. This came from inspiration from ‘Assassin’s Creed: Odyssey’. For example, if there is a criminal to be dealt with and the player decides death, or some other extreme punishment, maybe their family will make a later decision tougher. For a specific example, One of the Nine Druids comes to you with their riddle. Its theme is mercy, this family enters the room and proves your lack of mercy, this could be good or bad. I might give the tree the name “The Night Tree”, I might have it tie with The Shadowed One The areas of development 1. Science - Daring discoveries in the known/unknown world of sciences… 2. Strategy - Bold and cruel advancements in modern warfare… 3. Stability - Developments to aid the people protected by the order. 4. Support - Developments to increase support from various parties… 5. Suffering - The core of the tree itself, capable of things not many could even comprehend…