Grampy_Bone
Arcane
I call these Improvement Vectors (Progress Vectors?)
My theory is that the system itself is less important to having multiple vectors. Typically RPGs have two axis of improvement (levels and equipment) as the bare minimum; removing one results in a boring game; while adding more almost always improves the game.
Multiple vectors results in more rewarding gameplay. One modern trend is to keep the two axis but allow multiple activities for improvement; eg buy new gear, find it, craft it, or steal it, etc. Or give xp for things other than fights, like exploring or collecting things. This is good but games that add a third or more systems are interesting to me, such as class changes, or alternate skill vectors like learning powers from items, like PoEs skill gems.
Too many improvement routes could make the game feel overly generous and easy but boiling a game down to pure xp or gear grind is never a benefit.
My theory is that the system itself is less important to having multiple vectors. Typically RPGs have two axis of improvement (levels and equipment) as the bare minimum; removing one results in a boring game; while adding more almost always improves the game.
Multiple vectors results in more rewarding gameplay. One modern trend is to keep the two axis but allow multiple activities for improvement; eg buy new gear, find it, craft it, or steal it, etc. Or give xp for things other than fights, like exploring or collecting things. This is good but games that add a third or more systems are interesting to me, such as class changes, or alternate skill vectors like learning powers from items, like PoEs skill gems.
Too many improvement routes could make the game feel overly generous and easy but boiling a game down to pure xp or gear grind is never a benefit.