I think the actual problem is to build a community for a decades-old, niche type of game. Most people are never going to play a game like Angband, these days. But we need to have a critical mass of enough people with interest in the game to keep it going. My answer to that is to provide options, where possible, so that people with different preferences about how to play can still play the same game, participate in the same community. Of course, the proliferation of options can also come with a cost. Monster memory fits right in the sweet spot in that it costs almost nothing to implement (because the monster recall features are in the game already, it's just a flag that needs to be checked in a few places in the code), and it doesn't change what playing the game is like or create such differences that divide the community (because anyone who wants to read spoilers was already doing so).
Of course, that raises a meta-problem of how to deal with the situation where some people will intensely dislike whatever you propose, and you can't afford to lose many people from the aforementioned small community. That's a kind of problem that's beyond me. I thought that options that players can just decide not to use if they don't like them, would avoid that issue. But apparently not.
Of course, that raises a meta-problem of how to deal with the situation where some people will intensely dislike whatever you propose, and you can't afford to lose many people from the aforementioned small community. That's a kind of problem that's beyond me. I thought that options that players can just decide not to use if they don't like them, would avoid that issue. But apparently not.
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