I just watched this episode of Extra Credits, which talks about the relationship between depth and complexity in videogames. I recommend taking a look, but it can be readily summarized:
Complexity turns away players, especially if the rules aren't well-explained or if the player needs to know all of the rules before they can really start playing the game. So even if your complex game is very deep, you'll be limiting your audience to those players that are willing to come to grips with the complex system. This may not be a problem depending on your goals as a developer, but it's worth keeping in mind when you decide how your systems should work.
Now to turn this towards Angband: Angband could be a much more simple game than it is. There's lots of weird little gotchas in the rulesets that create complexity without really increasing depth. What can we get rid of to make the game more accessible / streamlined without losing depth? What can we do with our existing rules to increase depth without increasing complexity? Some brainstorming:
I believe Sil has already done many of these.
Originally posted by Summary
Now to turn this towards Angband: Angband could be a much more simple game than it is. There's lots of weird little gotchas in the rulesets that create complexity without really increasing depth. What can we get rid of to make the game more accessible / streamlined without losing depth? What can we do with our existing rules to increase depth without increasing complexity? Some brainstorming:
- Unify the element damage system. Make all resists behave the same way, make all elements have the same damage cap, remove the temporary/permanent stacking system (or make all resists stack, regardless of type). Keep different elements interesting by regulating access to their resistances and how severe their side-effects are. For example, attacks using the "basic four" elements are very common, so their resistances are comparatively valuable -- so you make sure that gear that is generated with those resistances is rare and/or not usually paired with other useful abilities.
- Simplify the combat system. There's a number of valid possible formulae to use, but the bottom line is that the player ought to be able to reasonably predict how changes in gear will affect their performance. The way that gear relates to the numbers shown in the 'I' screen (in Vanilla) is very opaque.
- Relatedly, decide on a basic formula for stat checks and use it the same way everywhere. Searching, using magic devices, being stealthy, resisting spells, hitting opponents, etc. should all use the same system.
- Add a unified-use key. Do we seriously still not have one? Sure the specific-item-type keys are useful (especially for keymaps), but there's no need to front-load that complexity; let the player learn the basic use-item key at the start and then they can learn about 'a'im wand etc. when they need to.
- Linearize the stat system (so that raising a given stat by +1 always has the same effect, whether it's from 8-9 or 39 to 40). Of course this will have far-reaching ramifications for the player power curve, but the current system of accelerating returns at the very top is really weird. Surely there are better ways to encourage a strong focus in a specific stat.
- While we're at it, get rid of the 18/X syntax. This is added complexity for zero gain in depth!
I believe Sil has already done many of these.
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