And why is that? Why hasn't there been a AAA type of skill-based game?
Although there are a number of skill-oriented games that have been
released recently or are going to be released in the near future, what
has kept the market for these types of game advancement systems so
small, without much love since
Ultima Online?
For this answer, we turn again to
EVE Online's Woodward, who surprised
the Ten Ton Hammer staff with his extensive answer:
Of course, there’s also the deeper skills versus levels
discussion, which is linked intimately to the skills versus classes
discussion. Within this limited area, there are I think two similar
separate choices to be made. Firstly, are you going to constrain the
scope of abilities that a given player can possess or improve? On the
one hand, you have a system similar to the one in EVE where you can
acquire and train basically any skill, giving a much wider range of
potential combinations, whereas on the other hand a strongly
class-based system limits the available combinations to only those
which a developer has explicitly approved.

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The first, “arbitrary abilities”, system (I
don’t think there’s any inherent need to implement
this as a traditional or semi-traditional “skill
system”) gives more freedom to players to choose, customize
and progressively modify their roles, but by extension also in its
purest implementation gives the player the ability to seriously mess up
their character, and of course is significantly harder to balance as a
system due to the number of combinations involved. It’s
extremely hard to prevent “flavor of the month”
builds from emerging: even if your title doesn’t contain any
PvP, the power delta between an optimized FotM build and an unoptimized
one is going to cause you significant content-balancing headaches and
ultimately end up having a lot of the drawbacks of both the arbitrary
abilities approach and the class abilities one.
By contrast, a “class abilities” system makes
balancing significantly easier, leads to more homogenous power levels
for a given amount of progression, and generally makes it easier for
players to understand their progression path. The downsides are that
you remove a big chunk of player agency, and also tend to end up
locking characters into specific roles, which can place a player into
situations where their character just isn’t very useful, and
the only solution is to start from scratch.
The second set of choices is whether you allow players to progress
different abilities at different rates and progress at arbitrary
intervals, or clump progression into milestones – this is
more the “skills vs levels” side of the debate,
although it’s obviously interlinked with the above decision.
Arbitrary progression generally allows a more granular power curve (as
you’re improving lots of numbers by small increments on a
regular basis), which usually leads to a less black-and-white
“you must be this tall to kill this monster”
dynamic.

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However, it makes it more challenging to implement really interesting
and new abilities for players to unlock unless you also build some kind
of ability ladder or tree into things. It’s also much harder
to mechanically assess how strong a given character is with this
approach, which makes for significantly vaguer content gating
– without being able to easily tell whether a given character
is strong enough for a given encounter, you run the risk of generating
lots of player frustration due to unexpected and unfair failures.
The level progression approach makes gating content much easier, as you
have a nice clear number to tell you roughly how strong a player is
(and if used in conjunction with a class system, as is usually the
case, a good idea of exactly what build options they’ve had
to choose from, refining the assessment further). It also makes it
easier to drop in new abilities at the right point in the power curve,
and makes for nice clear milestones for the player, giving something
tangible to aim for. The gating that’s a characteristic
strength of this sort of system is also a big weakness – by
separating players in ability so strongly, and optimizing combat around
specific levels, it also serves to separate players socially, making it
very difficult to play with characters of higher or lower levels.
So the obvious question comes next: How does EVE solve this problem? It
doesn't seem like something that could be easily remedied, but the
outside-of-the-box thinking of the CCP devs has come up with a unique
solution, which Matt details below:
The EVE system looks like it’s fairly strongly
arbitrarily-minded in both respects, and in terms of just the
progression system it is, but it’s pulled more back towards
the centre by the way those skills are utilized. In particular, the
various ship classes available are in fact a fairly strong surrogate
for traditional classes – your choice of ship determines what
role you play in a given combat. You are, however, allowed to own as
many ships as you like, although flying them is gated by having trained
the right skills.
This creates something of a hybrid system under the above schema, where
your core progression and abilities are fairly arbitrary, but which
effectively unlock different classes (which you can switch between at
will) when the right combinations of skills are achieved. I think it
makes a pretty good middle ground; in particular, the ability to
arbitrarily switch between defined “classes”
(ships) is something which I think is worthy of further thought.