Originally posted by Estie
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).
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