mono Posted March 30, 2016 Share Posted March 30, 2016 Howdy guys; A few of us are developing a new project and are looking for some thoughts on the education structure. Currently, the education "tree" is rather wide; ie there are lots of different starting points and not much depth to it. (Direct link below). Ideally what I'm aiming at is a structure which provides more depth; that is more dependencies, with less starting points so the player has to go through more of the tree in order to see other courses. Any suggestions; or do you think a player base could handle this? Obviously the attached graph shows course requirements only, it does not list other [skill] requirements nor benefits upon course completion; both of those have yet to be arranged. http://i.imgur.com/112a5hK.png Quote Link to comment Share on other sites More sharing options...
G7470 Posted March 30, 2016 Share Posted March 30, 2016 My thoughts are to have some more "general" education areas (like "coaching" and then branch out to types of coaching) - stuff like that. That could help reduce the number of starting points that you have. From there, that could also improve the depth as well as dependencies for other courses (like more advanced courses in one area may require the "general" education areas from another area). ~G7470 Quote Link to comment Share on other sites More sharing options...
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