Add another vote for top down.
It's best to avoid scrolling. If the tree is too complex to display in whole, try if you can use zooming, or "multi-tabbing" it by ripping it apart into multiple views (ala Diablo 2's three skill paths per character), or inventing a different kind of hierarchy -- anything that allows users to
hide a bulk of currently
unwanted information is usually a good idea. Apropos Diablo 2, it is very much recommended to have icons for the nodes, simply due to more practical width:height ratios in limited resolutions, and because it keeps the door open wide for zooming. Icons can go places where text usually cannot. But do provide tooltips.
Looking at something not to imitate, Galactic Civilization II has a really complex tech-tree (more a list of chains actually) that is presented
left-to-right with (only) long text labels at the nodes plus a little color-coding. All in all it doesn't work all that well in practice. The "tree" is huge, in both dimensions, and far too little of the structure can be visible at a time, making it rather hard to find your way around.
Screenshot at IGN:
http://media.pc.ign.com/media/724/724223/img_3441391.html
For kicks, just count how many items fit on the width vs on the height.
It would work
so much better if it was one pane/tab/whatever for each major chain (identified by the the colors in the screenshot), turned around 90 degrees. Users could go in "I want to look at weapons tech now", and, even with the text labels sized and spaced exactly as they are in the screenshot, have 150% more relevant items in front of them.
edit:
A few examples that come to mind in tree organization are mainly RPGs for me. World of Warcraft for instance has its talent trees front top to bottom, bottom being the "best" abilities. Diablo (another Blizzard game) also used top to bottom skill trees.
FWIW skill "trees" in Diablo 2 are displayed top-down, i.e. the skills you can acquire early in the game are at the top, and farther down are skills with gradually increasing level requirements.
Skrying said:
I agree that working bottom to top can offer motivation, but this will tend to wear off. Over time I believe a user would appreciate a natural feel rather than the motivational boost from top to bottom. I can see why you would look outside of a development group on such an issue though, there's many aspects to the question. Feel, motivation, ease of use, etc.
Agreed. It's the standard flow of reading.
I don't share the sentiment of bottom-up trees being the "usual" way. That may be the case for organizational structure, like "the man at the top there is your boss" etc, but for data that represents a chronological order, like e.g. a family tree, it is commonplace to follow top-down. Here it is the flow of events that is important.