Tags: Fate; Wild Tangent
Our glorious interview with developer Travis Baldree about Fate. Here's a bit about having no class:
10.) Most rogue-likes and Diablo style games have classes. Instead, Fate uses a skill system. Any reason why you went with a free form skill system? Any upsides and downsides to this?
There are a couple of reasons for this -
Primarily, I wanted players to be able to change the direction of their play midgame. Having a universal skill system with diminishing returns lets you switch between without too much of a penalty - especially since you can buy skill points.
Also, it's frankly a lot easier to balance than a classed system, and quicker to develop. Since all characters can use all skills and spells, they don't have to complement each other as rigidly.
The updside is real flexibility with your character - you can have a spellcasting tank, a summoning archer, basically whatever you like.
The downside is that the skills and spells don't have the same tailored 'uniqueness' of skill trees that makes each playthrough VASTLY different. You can play through the game very differently, but you can always dip in and taste everything if you want to. With a classed system, the next time you play, you really discover something different that you had no access to before.There you have it. Classless systems are easy and cool.
Our glorious interview with developer Travis Baldree about Fate. Here's a bit about having no class:
10.) Most rogue-likes and Diablo style games have classes. Instead, Fate uses a skill system. Any reason why you went with a free form skill system? Any upsides and downsides to this?
There are a couple of reasons for this -
Primarily, I wanted players to be able to change the direction of their play midgame. Having a universal skill system with diminishing returns lets you switch between without too much of a penalty - especially since you can buy skill points.
Also, it's frankly a lot easier to balance than a classed system, and quicker to develop. Since all characters can use all skills and spells, they don't have to complement each other as rigidly.
The updside is real flexibility with your character - you can have a spellcasting tank, a summoning archer, basically whatever you like.
The downside is that the skills and spells don't have the same tailored 'uniqueness' of skill trees that makes each playthrough VASTLY different. You can play through the game very differently, but you can always dip in and taste everything if you want to. With a classed system, the next time you play, you really discover something different that you had no access to before.