A few (dozen) more hours in, and things are humming along.
In these early stages of the game, three abilities do not feel like nearly enough. I came across a website that suggested that Barricade – a Tech power that constructs cover on demand – was the bee’s knees. After a boss-ish encounter that saw me kiting an armored beast around for 5 minutes, I’d suggest it’s more akin to bee’s ass. Energy Drain and Pull were rather ineffectual with Barricade as the wildcard, and it’s too early in the game for my weapons to have much of an impact on anything.
Indeed, I have talked about uneven difficulty in games before, and Andromeda seems poised to follow the same patterns. In Divinity: Original Sin, the difficulty was uneven in the early game because enemy CC was powerful while you lacked options towards ending encounters quickly, e.g. by blowing up the team with OP spells. In Andromeda, you can specialize yourself into a corner by not selecting all of the abilities, or perhaps not bringing the right kind of weapons. Andromeda allows you to actually change the three abilities you have in the middle of combat, but that won’t help you if you never spared the Skill points to buy them.
That said, I don’t actually like Andromeda’s swapping Skill system.
While the game goes out of its way to make the process mostly smooth – you can swap Favorite loadouts with a couple clicks – I find the entire process too… metagame-y. Ryder’s ability to switch abilities on the fly is given an in-universe explanation, but that doesn’t prevent the flow of combat from being broken whenever you pause the game to become an entirely different “class.” It’s like… why? I would agree that this is better than being able to paint yourself into an unwinnable corner by choosing the “wrong” abilities, but only barely. Why not allow us to equip more abilities at once?
Ah, right… consoles.
In any event, I will continue chugging right along. I am warming up to the characters a bit more, and going out of my way to complete most of the side-quests in typical Mass Effect style. It is hard to tell how far along in the game I am, but I’m guessing it might be closer to halfway than anything.
I am beginning to question the conventional wisdom that horizontal progression in MMOs is less vertical than, well, vertical progression. Or that horizontal progression is particularly good for anything.
In terms of MMO game design, horizontal progression means two things to me. First, it means that you either quickly or immediately gain all the necessary abilities to succeed at all levels of in-game combat. If you have to have ability X to reasonably kill a raid boss, and that ability costs Y currency over the course of Z hours to purchase, then I consider the game to have vertical progression up until you unlock X. Same with PvP skills.
The second, related aspect to horizontal progression is that it allows you to experience a feeling of progression without necessarily experiencing power gain. This ostensibly takes the pressure off of skill choice by creating a lot of options/experimentation.
In my playing of The Secret World however, neither seems to actually be the case.
As you may know, TSW features an Ability Wheel with nine weapons that unlock a staggering amount of individual abilities and passives that you can mix and match to your heart’s content. The only problem is that if you screw up your selection, either by picking weak weapons with no synergy or simply realizing that a given play-style is not for you… well, you’re screwed. Ability Points come fast and loose in the beginning before tapering off at 40k XP apiece; Skill Points are gained at the rate of 1 per 3 Ability Points. While it is completely possible to unlock every Ability/Skill in the game eventually, the reality is that by the mid-game you are excessively punished for changing your mind.
See, your hit rating and such for attacks is based largely on your Skill Points in that weapon, while enemies are balanced in a zone upon given SP assumptions. SP requirements go up linearly (level 1 costs 1, level 2 costs 2, etc), so it is relatively easy to get the first few tiers in whatever. But about the time you start getting in the SP5 and SP6 range, a single rank up to match the enemies you’re facing costs as much as getting a new weapon to SP1-4.
This is my scenario: I’m tired of Shotguns. My whole thought process up to this point had been to unlock a certain Shotgun passive in the outer ring, and then enjoy all the synergies. As it turns out, an even better passive is in the outer ring of Chaos. But I kinda want to try Assault Rifle or Elemental. Except I can’t realistically do any of that because I already have SP6 in Swords and SP5 in Shotguns while my talismans have been languishing at SP4. So while I can certainly spend my Ability Points to unlock things I can’t even use on the way to Passives that I can, I can’t actually turn around and try those very skills I’ve unlocked because most of my attacks will glance/be dodged/blocked/etc.
So what have I been doing? Farming quests. Specifically, logging on and playing for 30 minutes and completing the first few quests in the starter zones (all quests are repeatable after a cooldown) that offer the quickest, easiest XP per effort. Sure, I would likely level faster just progressing normally. Then again, I would be progressing against tough mobs with a gimped setup that I begun to despise ten hours ago.
This is not solely a Secret World problem, although it is less pronounced in, say, Guild Wars 2. It can still be a tough pill to swallow though, when you dump a lot of points into an ability that looked fun on paper but ended up being useless in practice. Basically, all the negatives of vertical progression without the presumed benefit of being able to respec. And consider the best case scenario in which you picked 100% of the correct abilities the first time around: what then? The rest of your “progression” is really the equivalent of unlocking achievements.