And not only can it take a lot of effort to devise these abilities and ensure they’re sufficiently propagated throughout the content, but even if you achieve this, you have this extra strain from the RPG system on the rest of the game. Whether at a conscious level or not, your area designers are molding their designs around these requirements. Maybe you find that an area of the game that you envisioned as an interior now needs to be adjusted to be an exterior area because you have a Wilderness Survival skill (Torment probably won’t have one, by the way) that hasn’t received enough love. So now you’ve altered your creative view of the game slightly. Of course there are many other factors involved – maybe with how your game is built, there are different artist skill sets required for interiors versus exteriors and your best guy is an interior guy, so you favor those. Or maybe you’re determined to have a day/night cycle with visible impact, but it’s time-consuming to get it to look right so you want to have very few exteriors so that you have the time to polish them all. There’s myriad considerations that you’re at least subconsciously weighing in your decisions and so if you’ve got skills in the mix, too, there’s just one more facet that influences decision – you lose some of the game’s focus.