Around the time you made this post, I played a computer game that had a skill tree. In the beginning, I had to pick a class; 2 out of six were unavailable until I reached lvl20 with one of my characters. I saw the tree with descriptions for the next 20 levels; every 20 levels, I had to pick a specialisation that opened up a new, somewhat independent tree. There was an item that allowed to redistribute all the points between all the trees; it was granted for free every 20 levels, plus I think I could get it from some quests or for a lot of gold. After some time, I googled the whole tree to understand what the options were and what specialisations do I want to pick to get to a character I want to play. New skills were still fun to use and see cool animations of. Being able to decide on the path I want to take with a knowledge or where approximately it could take me didn’t take away the fun. It allowed to make the fun more optimised and controllable, more in the lines of what I wanted. It was fun to play and complete quests, the story line (although I knew from the start it should probably end up in slaying an evil dragon), discover cool locations, etc.; I would understand if someone told me I shouldn’t look into something, because it would spoil the fun for me, and maybe I wouldn’t look. But in real life, the journey should be the fun, even without important specifics taking me by complete surprises. Pleasant surprises can be small. I’ve had fun discovering and proving math theorems even knowing I could look them up instead. It’s interesting to figure out how things work on a lower level even if you’re already aware of how a higher level works (e.g., I learned C at 8yo, and I looked into how professors actually work maybe at 15; it wasn’t less awesome to dig into, even having already discovered things that depend on processors)
Around the time you made this post, I played a computer game that had a skill tree. In the beginning, I had to pick a class; 2 out of six were unavailable until I reached lvl20 with one of my characters. I saw the tree with descriptions for the next 20 levels; every 20 levels, I had to pick a specialisation that opened up a new, somewhat independent tree. There was an item that allowed to redistribute all the points between all the trees; it was granted for free every 20 levels, plus I think I could get it from some quests or for a lot of gold. After some time, I googled the whole tree to understand what the options were and what specialisations do I want to pick to get to a character I want to play. New skills were still fun to use and see cool animations of. Being able to decide on the path I want to take with a knowledge or where approximately it could take me didn’t take away the fun. It allowed to make the fun more optimised and controllable, more in the lines of what I wanted. It was fun to play and complete quests, the story line (although I knew from the start it should probably end up in slaying an evil dragon), discover cool locations, etc.; I would understand if someone told me I shouldn’t look into something, because it would spoil the fun for me, and maybe I wouldn’t look. But in real life, the journey should be the fun, even without important specifics taking me by complete surprises. Pleasant surprises can be small. I’ve had fun discovering and proving math theorems even knowing I could look them up instead. It’s interesting to figure out how things work on a lower level even if you’re already aware of how a higher level works (e.g., I learned C at 8yo, and I looked into how professors actually work maybe at 15; it wasn’t less awesome to dig into, even having already discovered things that depend on processors)