Yeah, that was a great article: I should start reading MaRo...
I think this is right if you are distinguishing tactics from strategy. I think MaRo's terms let strategic complexity involve tactics too. He was talking about whether you cast Terror on their Grizzly Bear to avoid about 6 damage or wait until they cast a better creature.
One could certainly see this as corresponding to tactics in a roguelike. For example, do you spend a turn drinking a potion of Quickness and take extra damage now, in exchange for some extra turns later? Or do you heal as you are now down to 30% of your health and could be killed by a lucky blow? Quickness first is the best long run, but maybe you won't get a long run? Of course Vanilla has less of this type of decision too as its escapes are too easy. It more often becomes: play casually without thinking about stuff like this and when it goes pear-shaped, you just scarper (Teleport, Teleport Level, Word of Destruction etc).
In terms of Strategic complexity, Sil gains from having a skill system as you mention, but also from two key inventory things. Not having shops or unlimited scumming for potions means that using consumables is regularly an interesting decision (instead of just for the top-level consumables). I found the lack of trade-off for using potions of CCW / scrolls of phase door in Angband and potions of Health/Mana in Diablo to be a major turn-off in both games. It just looked like broken game design.
Not having a home in Sil leads to a different type of interesting strategic choice about the way you build up your equipment set. Deciding to drop the artefact sword constrains your options in the future. Players would howl in protest about being constrained in such a way if put into Vanilla, but choosing between different long term constraints just *is* strategy. If players won't let the developers get rid of practically unlimited home storage, common consumables, and easy escapes, then they are effectively saying they don't want strategy in their game. I think they often don't realise this though!
There is almost no strategic complexity, beyond inventory and home management. (EDIT: **this** is why I like skill variants so much, because skill choices introduce strategic complexity.)
One could certainly see this as corresponding to tactics in a roguelike. For example, do you spend a turn drinking a potion of Quickness and take extra damage now, in exchange for some extra turns later? Or do you heal as you are now down to 30% of your health and could be killed by a lucky blow? Quickness first is the best long run, but maybe you won't get a long run? Of course Vanilla has less of this type of decision too as its escapes are too easy. It more often becomes: play casually without thinking about stuff like this and when it goes pear-shaped, you just scarper (Teleport, Teleport Level, Word of Destruction etc).
In terms of Strategic complexity, Sil gains from having a skill system as you mention, but also from two key inventory things. Not having shops or unlimited scumming for potions means that using consumables is regularly an interesting decision (instead of just for the top-level consumables). I found the lack of trade-off for using potions of CCW / scrolls of phase door in Angband and potions of Health/Mana in Diablo to be a major turn-off in both games. It just looked like broken game design.
Not having a home in Sil leads to a different type of interesting strategic choice about the way you build up your equipment set. Deciding to drop the artefact sword constrains your options in the future. Players would howl in protest about being constrained in such a way if put into Vanilla, but choosing between different long term constraints just *is* strategy. If players won't let the developers get rid of practically unlimited home storage, common consumables, and easy escapes, then they are effectively saying they don't want strategy in their game. I think they often don't realise this though!
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