What is skill?

I've been thinking a little philosophically recently about the concept of skill, specifically in the context of ARPG's.

Curious to hear some opinions on this.

What does 'skill' actually mean in an ARPG? What I think of when people say skill is someone who has good micro and game knowledge. Positioning, pressing the right buttons at the right time, etc.

Consider: A player who can survive an endgame boss by dodging everything perfectly for 30 minutes but can't kill it because their character has crap damage.

Is this hypothetical player skillful, a complete noob, or something in between?
Last bumped on Jan 11, 2025, 9:21:48 PM
I think, in its truest and most raw form, in a game like PoE...

Yeah, it's a lot of what you said. Game knowledge, mechanical capability to not make errors, and in my opinion, what tops it all off is efficiency.

You might have enough game knowledge to make an unkillable build, and this mitigates your requirement for mechanical capability in most cases. But your efficiency/speed is most likely very low, unless, in theory, ONLY a mega tanky build could clear certain content that made the slow pace worth the reward (which none of these games really have).

So then you might make a "blast everything hard and fast before they can blast you" build, which IMO is what PoE accidentally became "balanced" around... But this puts high emphasis on mechanical skill, not making a mistake and dying (which kills your efficiency), but also being able to maximize your "uptime" as well, which means... not only simply not dying, but also killing constantly, effectively, and efficiently. (Which includes lots of things, like mobility for example.) And then, your efficiency is also in looting, as in speed, knowing WHAT to loot, knowing what to vendor quickly, storing things quickly, etc.




A lot goes into this definition of skill for ARPG's. But since a lot of it is unfun skill forms, like looting and vendoring... I can't imagine seeking out maximization of ARPG skill.

Also to note, there's also more specific goals being set. For example: It can be skillful to know when to reroll a map to something that can be done easier/faster/etc. But ALSO, you could say that it's skillful to be able to clear ALL map mods, no matter how it rolls. Both are skillful, and end up requiring a predetermined GOAL beforehand, which you can then express your skill in achieving that goal.




Think of speed running video games, how there's different categories like a full clear speed run, or an anypercent speed run. You have to determine the GOAL first, before being able to analyze the skills in doing so, or else it's an incomputable and incomplete formula.
Skill in poe basically boils down to like 80-90% encylopedic knowledge of the game and the rest mechanics.

If you know how to build a character, what you can and cant do with the amount of resources you have (big one for new players), and how to approach situations you can mostly trivialize the game.

Little things like saving any res gear you find and using it on act bosses when you are league starting. Jamanrara or whatever with 0 lightning res vs 40% is a completely different fight. Knowing how to do as much dmg with what you have. How to use the trade site, how to set up your atlas etc.


Look at how Ben (Darkee) plays gauntlets and you will see what is skill.
In both POE1 and POE2 "skill" strongly depends on precognition of incoming ranged/spell damage before it happens, because both games have a terrible POV and ranged/caster packs are allowed to blast you from Africa.
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ShadyC#1006 wrote:
I think, in its truest and most raw form, in a game like PoE...

Yeah, it's a lot of what you said. Game knowledge, mechanical capability to not make errors, and in my opinion, what tops it all off is efficiency.

You might have enough game knowledge to make an unkillable build, and this mitigates your requirement for mechanical capability in most cases. But your efficiency/speed is most likely very low, unless, in theory, ONLY a mega tanky build could clear certain content that made the slow pace worth the reward (which none of these games really have).

So then you might make a "blast everything hard and fast before they can blast you" build, which IMO is what PoE accidentally became "balanced" around... But this puts high emphasis on mechanical skill, not making a mistake and dying (which kills your efficiency), but also being able to maximize your "uptime" as well, which means... not only simply not dying, but also killing constantly, effectively, and efficiently. (Which includes lots of things, like mobility for example.) And then, your efficiency is also in looting, as in speed, knowing WHAT to loot, knowing what to vendor quickly, storing things quickly, etc.




A lot goes into this definition of skill for ARPG's. But since a lot of it is unfun skill forms, like looting and vendoring... I can't imagine seeking out maximization of ARPG skill.

Also to note, there's also more specific goals being set. For example: It can be skillful to know when to reroll a map to something that can be done easier/faster/etc. But ALSO, you could say that it's skillful to be able to clear ALL map mods, no matter how it rolls. Both are skillful, and end up requiring a predetermined GOAL beforehand, which you can then express your skill in achieving that goal.


Think of speed running video games, how there's different categories like a full clear speed run, or an anypercent speed run. You have to determine the GOAL first, before being able to analyze the skills in doing so, or else it's an incomputable and incomplete formula.


That's a good point about expectations/goals. The skills used for racing aren't necessarily the same skills used if your goal is to simply complete the game. I think there is a lot of overlap though.

You could still compare 2 semi disparate things like speedrunning and high level raiding in an mmo or something and make a genuine appraisal. IMO the person who can speedrun elden ring at lvl 1 or win a race in poe is much more skilled than someone who can create the perfect character.

I guess I value mechanical inputs over theory-crafting because that's what actually playing the game looks like. Even worse if you just ripoff some meta build and crush the game entirely. For this reason I would say a pro starcraft player is by default more skilled than a pro hearthstone/MTG player, or any arpg player. Not necessarily smarter or better, just more skilled at gaming.

Thanks for the response.

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AintCare#6513 wrote:
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Consider: A player who can survive an endgame boss by dodging everything perfectly for 30 minutes but can't kill it because their character has crap damage.

Is this hypothetical player skillful, a complete noob, or something in between?


imo this is skill in arpg. but just because you are skilled doesn't mean you are a good player. obviously skill helps a ton with how good of a player you can be, but you need knowledge and experience to 'git gud'. this gets really funky once you realize that keeping cool during high pressure gameplay (pinnacle bosses) affects your 'skill' quite a bit.


Hmm. True, I agree there is a dichotomy between skill and being proficient (good). I disagree that you are actually skilled though if anytime you're feeling pressure you can't perform.

I also agree that this hypothetical player is actually quite skilled, despite not knowing how to build a character.

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AintCare#6513 wrote:
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I disagree that you are actually skilled though if anytime you're feeling pressure you can't perform.


Really? Tilting due to stress/pressure, however induced is pretty well known I think, hell in 1v1 sports its often a tactic to throw off our opponent by playing mind games for that reason. Tyson was well known for that, and I wouldn't say the guys he fought were unskilled. Handling pressure sure is part of the equation but it is completely separate from skill imo.

edit: "anytime"- even with this generalization, which is a little strawman, wouldn't matter because it would just mean the persons stress tolerance is extremely low.


Oof, yeah I think quite differently. I would argue performance under pressure is one of the most important factors is gauging skill. That moment where it's all on the line and you have to act is the truest moment of skill. If you are not under pressure, than what you are doing is not likely challenging enough to even test your skills.

I used to play a lot of competitive fighting games. That's basically a situation where you are always under pressure, and being unable to perform means you will just lose.

The line is a lot blurrier when discussing an RPG however, because you could in theory just build a character that trivializes the game (in fact the meta for poe right now) and one could argue that the ability to create a character is more important for success.

That's why I thought the other guys comment was insightful. He said you first have to establish the criteria/goals with which you gauge skill. So if your goal is to kill easy stuff fast, then pressure isn't really going to affect you, but if your goal is something like 'beat elden ring no hit' or 'be top 100 in Street Fighter' the person who acts strongly under pressure will always come out on top.
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AintCare#6513 wrote:


hmmm i don't see how performance under pressure is an indicator of ones skill, since its the very end result. unless you mean the stress handling being part of the skill? whihc would be lil odd. the stress handling ability does affect your skill expression as to clarify my initial argument. pressure/stress can be induced by variety of sources very often not related to your actual performance (i.e. large audience), and in the arpg setting it would be related to time/virtual items lost due to failure (form of wager). in 1v1s throwing off you opponent by playing mind games with them can secure your victory even tho the opponent might be stronger/better skilled than you. this is a known phenomenon/strategy.

your criteria/goals do not affect your skill in any way, they can change how much the end result/success is reliant on your skill vs other factors. some extreme examples of such goals:
-deleting end game bosses requires min skill but good planning,
-beating campaign with a white bow and running CI+EB is mostly skill, min planning, if you throw in HC to the last example the longer you play the more stress will be added since you are risking more the more you play, if you further add live audience to the mix, and maybe put your house on the line the stress management will become very important to your success regardless of your skill.

on the subject of trivializing the game- i actually think arpgs are more strategy games than actual RTS games. in arpg you can compensate for lack of skill to the point that you can become very successful/good at the game just by clever planning, where in actual rts games just planning will not carry you that far, even against AI.


Mind games are a skill, not a way to subvert them. The more skillful player will be duped less by mind games and apply their own.

You used boxing earlier so lets go with that analogy: Imagine a boxer who has excellent performance in the gym and is prodigal sparrer but has a 0/10 win loss ratio in his actual matches. I don't think most people would call that person skillful. I would say he probably has a lot of potential though.

If it's not second nature to you (aka you don't know what to do and panic - not knowing what to do is main reason you would panic) then the actions won't materialize. If it is you will likely be UNABLE to NOT perform - It will be effectively automatic.

I think we're somewhat talking about different things though because I do agree there is a blurry line if you're talking about stage fright or other psychological/physiological factors such as sickness or lack of sleep. You can for sure be skilled but also have stage fright. If it's your enemies pressure that cracks you though that is absolutely a matter of being outplayed/out-skilled.

This is why the goals thing seems important. The skills used to be good at street fighter online are not necessarily the same skills you will need to win EVO (biggest fighting game tournament)... Or maybe it's more appropriate to say you need the additional skills of performing on a huge stage with a huge prize at stake on top of the regular skills of being good at the game.

I feel the desire to add at the end here that I find this conversation interesting and do not consider it an argument.
In POE1 it's knowledge
In POE2 it's dodge roll spam

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