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"My RPG Had 500 Skills: The Scope Creep That Crushed 'Aethelgard'"

Posted by Gemma Ellison
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July 28, 2025

My RPG Had 500 Skills: The Scope Creep That Crushed ‘Aethelgard’

I killed my darling. Her name was Aethelgard, and she was going to be the most ambitious indie RPG you’d ever seen. One fatal flaw ensured she never left the prototype stage: I gave her 500 skills.

The Initial Delusion

The idea was simple: a sprawling, choice-driven RPG set in a gritty, low-fantasy world inspired by Anglo-Saxon England. Think Beowulf meets Dark Souls, but with a branching narrative and deep character customization.

My core design doc was solid. Combat would be tactical, resource management crucial, and character progression would be driven by a massive skill tree. Emphasis on massive.

I envisioned a system where players could truly define their characters. Warrior, rogue, mage – those were just starting points. What if a warrior could also dabble in rudimentary healing, or a rogue could learn to forge their own poisons?

This ambition quickly spiraled. Each skill needed prerequisites, synergies, and unique effects. What started as a dozen core skills morphed into hundreds as I tried to cover every possible player fantasy. I justified it by saying it was adding “depth” and “replayability.” It was adding a development nightmare.

The Snowball Effect

Adding skills became addictive. “What if we had a skill for crafting superior arrows?” I’d ask myself. “And another for identifying rare herbs to use in potions?” Each new idea felt brilliant in isolation.

I didn’t consider the implications. Each skill demanded art assets, from icons to visual effects. Each skill required careful balancing to avoid game-breaking exploits. Each skill needed to be explained clearly to the player through tooltips and in-game documentation.

The problem compounded because I didn’t plan effectively. I jumped straight into implementation. I didn’t use spreadsheets to track skill dependencies, or mock up the UI for the skill tree. I just kept adding.

This lack of planning allowed the skill list to balloon out of control. I was chasing a moving target, constantly adding new features to a foundation that was crumbling under its own weight.

Impact on Development

The sheer volume of skills crippled every aspect of development.

Art was the first bottleneck. My artist was incredibly talented, but producing unique icons and animations for hundreds of skills was an impossible task. We ended up reusing assets, which made many skills feel generic and uninspired.

Programming became a tangled web of dependencies. Changing one skill could break several others. Debugging was a nightmare. I spent hours chasing down obscure bugs caused by unintended interactions between different skills. The code became brittle and hard to maintain.

Testing was where the project truly died. We simply couldn’t test all the possible skill combinations. Players would inevitably find exploits that rendered entire sections of the game trivial. I couldn’t even imagine the support requests if it ever launched.

This wasn’t a matter of time management, but a flaw in the core idea. You can’t brute force game dev past a bad design decision.

Lessons Learned

Aethelgard taught me a harsh lesson about scope management. Here are some key takeaways I learned the hard way:

  • Prioritize Core Mechanics: Focus on making a few core mechanics truly shine. A handful of well-designed, balanced skills are far more engaging than hundreds of mediocre ones.
  • Iterative Development is King: Start with a small, functional prototype and gradually add features. Test each addition thoroughly before moving on.
  • Ruthlessly Cut Unnecessary Features: Be willing to kill your darlings. If a skill doesn’t significantly enhance the gameplay experience, cut it.
  • Plan, Plan, Plan: Don’t dive into implementation without a clear plan. Use spreadsheets, flowcharts, and prototypes to visualize your skill system and its dependencies.
  • Playtest Early and Often: Get your game in front of players as soon as possible. Their feedback will help you identify problems and prioritize features.
  • The “Cool” Factor Is a Trap: Adding features just because they sound cool leads to feature creep. Ask yourself if the feature truly serves the game.

Scope Management: A Practical Guide

So, how can you avoid the same mistakes I made? Here’s a practical guide to scope management for indie RPG developers:

  1. Define Your Core Loop: What are the fundamental activities players will be engaging in? Focus on making those activities fun and engaging.
  2. Identify Key Skills: What skills are essential to support the core loop? Limit yourself to a handful of skills that provide meaningful choices and progression.
  3. Document Everything: Create a detailed design document that outlines each skill’s function, prerequisites, and effects. This will help you stay organized and avoid scope creep.
  4. Use a Spreadsheet: Track skill dependencies, resource costs, and balancing parameters in a spreadsheet. This will make it easier to identify potential problems and make adjustments.
  5. Prototype the UI: Mock up the UI for your skill tree and test it with players. Ensure that the UI is clear, intuitive, and easy to use.
  6. Set Hard Limits: Decide on a maximum number of skills and stick to it. Resist the urge to add more skills just because you have a cool idea.
  7. Regularly Review Your Scope: At the end of each development sprint, review your scope and identify any features that are no longer essential. Be willing to cut features that are adding complexity without adding value.
  8. Playtest Constantly: Get your game in front of players as often as possible. Their feedback will help you identify problems and prioritize features.
  9. Remember Why Return to your design pillars, the core tenets of what your game is. If a feature doesn’t advance these, it doesn’t belong.

‘Aethelgard’ is gone, but the lessons I learned from its failure have been invaluable. Scope management is essential for indie developers. You don’t have AAA resources, so you have to be smart, focused, and willing to kill your darlings. Don’t let your ambition crush your dream. Build something smaller, build something focused, and build something fun.