What Eddie Plays
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Originally posted by EstieIf you want to teach players, you can write a guide or make a "lets play", why would you want to change your game and annoy everyone else who is not interested in your teachings ? A tutorial mode is one thing, but altering all of the game for the purpose of teaching sounds like a very bad idea to me.
Try to make the best game you can and let the players worry about how to play it. They will surprise you.
Go replay Portal with the dev commentary sometime and you'll see how much time they dedicated to guiding players through their puzzles without making said guidance obvious. The amount of effort that must be expended to get a player in an FPS to look up is amusing. (EDIT: or watch this analysis of the opening stage of Mega Man X and how it compares to later games by the same devs that aren't as elegantly-made).
The Angband parallel, then, is to figure out how to guide players to play in ways that aren't badly self-destructive without outright telling them "the way you play is about to get you killed". It's a tricky problem, not least because of Angband's roguelike nature (and thus, procedurally-generated content with wildly random threat types).Comment
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Other classic RL's seem to actually encourage the distractions. I'm thinking Nethack here. I'll never forget being chased around a level by a bunch of Keystone cops back in the day.
Both have their pluses and minuses but I don't think you can pigeonhole RL's this way.
I've often thought of Angband and Moria as more of a wargaming style of RL, whereas Nethack feels like more of a roleplaying style.
And then there's Dwarf Fortress, which from what I can tell is more of a civ sim.
I guess what I am saying is I don't think RL's can be pigeonholed into any particular style. Very few rules are universal. Permadeath might even be debateable....but I think I'd agree with that one<grin>. I used to think random non permanent levels was a defining characteristic...but there are examples that go against this(ADOM).
I actually prefer a game that can be played many different ways...with no preordained "best" solution.
Don't crucify me...I know I'm new and opinions are probably deep seated around here!Comment
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I guess what I am saying is I don't think RL's can be pigeonholed into any particular style. Very few rules are universal. Permadeath might even be debateable....but I think I'd agree with that one<grin>. I used to think random non permanent levels was a defining characteristic...but there are examples that go against this(ADOM).
(the whole "what is a roguelike" discussion is basically a can of worms the size of New Jersey)Comment
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I believe what you're looking for is the Berlin Interpretation.
(the whole "what is a roguelike" discussion is basically a can of worms the size of New Jersey)
In my mind the only thing that matters is the players enjoyment!
Are we having fun yet?Comment
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I would kinda hoping to have some fun on the way to the final battles.Comment
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Giant hound packs do a great job of teaching players to leave the level; unfortunately they do this by convincing them to leave the game and move onto one that is not quite so silly.Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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Please don't play the "not-a-roguelike" card again. The "definition" is highly contentious (at best) and IMO... almost entirely vacuous unless you're going for really generic elements like "random monsters", "random fights", "random maps", "permadeath". Games exist for pleasure, fun, challenge, etc. but not to fit some definition of "Genre-X". If you're missing "challenge" (as I suspect you are), you say so instead of "not roguelike".Last edited by AnonymousHero; November 9, 2016, 01:32.Comment
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In all seriousness, the way I'd implement "achievements" is just a notice board in town that you could check if you so chose. It could also be displayed as a dump option on character death, and something you could check on the info screen (where you can see the other town stuff).Comment
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I just have trouble with the idea that the game has boring levels and so the solution is to fill them with even more boring monsters to tell the player not to play them.Comment
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Please don't play the "not-a-roguelike" card again. The "definition" is highly contentious (at best) and IMO... almost entirely vacuous unless you're going for really generic elements like "random monsters", "random fights", "random maps", "permadeath". Games exist for pleasure, fun, challenge, etc. but not to fit some definition of "Genre-X". If you're missing "challenge" (as I suspect you are), you say so instead of "not roguelike".
Well I could agree with that, but surely there is a better way than packing half the levels with annoying monsters. Maybe make those levels that are currently best off skipped interesting in their own way. Or we could reduce the number of levels to say 50 and only have one each level generated once.
I just have trouble with the idea that the game has boring levels and so the solution is to fill them with even more boring monsters to tell the player not to play them.
You get to choose the levels you play, Angband gives you that power, and that is really cool in its own way. Angband primarily fails here because sometimes the level you want to play is 10 levels deeper than the level you are on, and unless you are stashing ?Deep Descent or can cast Stair Creation, getting down there is a pain.
If you want to play a roguelike game where more levels are interesting, Brogue and Infra Arcana do this excellently. Limiting Angband to 127 persistent floors per character is making it into pseudo-IronmanBand and doesn't solve any of the issues you have with it. You can still get a bunch of uninteresting floors, you're just more likely to have to play them.
Making Angband a 50 non-persistent floor game is a much more approachable topic though. I wouldn't be adverse to trying that out. But I could also see how it would heavily disrupt the balance of force_descent (by which I mean probably destroy it).Last edited by nikheizen; November 9, 2016, 13:12.Comment
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Check out Comp 181, won by PowerWyrm. An experiment with a reduced size game - with forced descent, 50 dungeon levels, and smaller dungeon dimensions, view range, and missile ranges.“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
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