It's 2023 – why is it still so annoying to respec in singleplayer RPGs?
pcgamer.com
pcgamer.com
Understandable if indie devs cannot afford such accomodations, but for AAA it seems reasonable.
And of course unless the game is trivial difficulty-wise, you can always build yourself into a dead-end (though many rpgs are trivial to avoid this).
Ultimately though you usually have two classes of player — min/maxers and role players — and it’s generally pointless to argue solely towards one side or the other; they will inevitably conflict, and the game generally must find its balance between the two
So, the sneaky archer?
(sorry, I remember reading a snarky guide to either oblivion or skyrim, where it said everyone always ends up a sneaky archer)
Sounds a bit like life.
If I wanted an experience where all of my features are irrelevant and it's just net worth that matters... Well I don't need RPGs for that.
But in that use pattern, it doesn't need to be streamlined or made too easily availble, as the article seems to be about. It's just nice to have there if you really need it in order to squeeze some more enjoyment from the game.
You're playing a Sword & Board fighter type character, and Stealth isn't one of your class skills, so you temporarily respec into Thief, steal the MacGuffin, and then re-respec back into Fighter and continue on your merry way.
You're playing a Frost mage and this dungeon is full of cold-resistant enemies. So you respec to Fire mage to do this dungeon.
You're playing a low-charisma class and need to convince an NPC so you respec into Bard to pass the conversation check.
Why even have classes at all at this point?
It's been a very long time since I've played this, but it's one of the few games I actually played to completion. It featured this mechanic late in the game, where you could choose to become one of three "aspects" of your PC in order to overcome certain challenges. It was pretty basic, but it was a nice touch and made a lot of sense in-sotry.
Perhaps this is the actual lesson? Instead of artificial opportunity cost in the form of exclusive choices, why not provide opportunity cost in the form of time/money/etc investment?
You're a Sword & Board fighter in need of stealing the MacGuffin. Instead of magically undoing the choices that got you here, you go out and practice Stealth until you're able to heist the famed MacGuffin.
Admittedly, this system does actually provide less immersion, meaningful choices, etc., but IMO this can be mitigated almost completely by making skilling up much harder. If you still want to promote class/archetype-based characters, then just make your character's class reduce the amount of XP needed to level up certain skills. While you're at it, make having high skills also reduce the XP cost of similar skills. Someone who's really good with two-handed weapons will probably pick up one-handed weapons much quicker than someone who's never even touched a weapon.
And if this isn't enough opportunity cost for truly meaningful choices, then limiting the availability of XP (in certain sections of the game?) is also an option.
But you usually have to make the specialization choice up front.
You've focused exclusively on magic, and now you find yourself in a dungeon where you can either face a huge tanky monster that you can't possibly tank, or you must sneak past him, which - no - you can't do that because you didn't have the clairvoyance to invest in some stealth skills. Now you're unable to progress in the game.
You're a frost mage, and this required dungeon is literally impossible to finish because the boss at the end is 100% frost resistant. Oops. (Actually, this kind of reminds me of the perils of speccing full frost sorceress in Diablo 2)
You're playing a low-charisma class and the only way to progress in the game is to convince an NPC to cooperate, so you spend hours and hours and hours reloading the game, hoping for a natural 100 because that's the ONLY way you'll ever get a successful roll and get past this horrible part.
Why even play at this point, when your success is based on your luck in choosing "the right" skills to complete the game? Or you could use gamefaqs, and lose all the discovery aspect of the game...
You can make arguments like this either way to support your viewpoint, but at the end of the day, different people have different ideas of a fun time. As a game company, you'd be better served to listen to a wider range of gamers.
Games are about enjoyment, and different people prefer playing in different ways. Denigrating that play style as "wrong" or "impure" is just silly.
Your hypothesized devs should absolutely focus on fixing that broken foundation before slathering plaster over it with cheap respecs.
And I'm not arguing against respecs yourself; just with these "on their head" hypotheticals, which don't actually make the point they're meant to.
If you're playing a quick roguelike where it's all over in a couple hours at most: no need for respeccing, the class constraints add replayability.
If you're play a 80+ hour epic: respeccing should be easy. Making players stick with a class choice they made at minute 0 when they literally knew nothing about how the game actually plays just seems silly. Especially since most people won't actually replay the game and experience the other classes.
No fun in pressing F to win.
Like that’s not an argument against the supposed win button being implemented, that’s an admission of your own lack of self control, you know? It’s nice to have options, with the proviso that you feel capable of making good decisions for yourself.
As a sometimes DM I hate the "character development" of D&D (players who just can't stand that things don't go that way) and that's why I like to run games like Toon which are light hearted or games that are brutal like Call of Cthulhu and Paranoia.
I don't think I've ever really cared about immersion. I like experimenting with stuff. In a long game, having no option to undo whatever I cook up means I'd either a) have to suffer for the rest of the playthrough, b) avoid the janky stuff, or c) end up looking for build spoilers. None of which are particularly fun. Bonus points if the game doesn't really have a lot of replay value in the first place.
(That being said, the only games that I played and truly felt miserable in this regard were MMOs.)
If the game wants to be punishing, give it hard bosses that force me to learn how to play better regardless of my build.
(Though, as mentioned downthread, if it's a short game, no problems. The game is probably designed to be played multiple times anyway.)
Single player games generally have a start and an end. You respec on your next replay.