So, I kind of suggested I have some (stolen) thoughts in another thread, on this particular topic. Near as I can tell, I got these concepts from an episode of Roguelike Radio, but there are a lot of episodes and there aren't any transcripts as far as I can tell.
The basic narrative of a game of Angband is pretty vague and unimpressive, compared to most RPGs. At some non-specific and impossible time, in a fortress called Angband containing almost all of the notable evil characters, and many of the notable good characters of the Tolkien mythology your character is supposed to kill Sauron and Morgoth and thereby win the game. The only interaction you can have with a character is fighting (shopping doesn't count because shopkeepers aren't characters, they are vending machines). The graphics are simplistic, and the game mechanics are extremely abstract and largely taken from tabletop RPGs, notably tiles and turns. There is little to no writing, because writing a narrative for the player to consume would be redundant.
The player writes their own narrative. I don't mean in a tabletop RPG way, though if someone plays Angband like that there's of course nothing wrong with that. However, in my experience, my history with the game itself is the main way the game creates memorable moments or emotional reactions. The first win is not fun because you have slain Morgoth, the Dark Lord, and Arda will be free. Arda doesn't exist within the bounds of the game. The first win is fun because you finally beat the goddam game after so many characters, promising characters even, died, leaving you to start from the beginning. Those characters who died, and those who won, are part of the meta-narrative of the game. The only way they are related to the current playthrough is by way of the player (because of permadeath), since no two characters are alike (procedural generation).
Now, if this theory is true, and the meta-narrative is in fact the most important part of the game, this has some important implications.
The game needs to be about making each playthrough not (just) an engaging experience, but most importantly, a good story. In particular, IMO, this is important with respect to "unfair" events. Getting killed by Kavlax, the hunger clock, Gravity Hounds, a Drolem, or an OOD monster may not be the most fun in the moment, but within the metanarrative, it's critically important. It creates intermediate goals for every subsequent playthrough, or motivates the player to defeat the ultimate bad guy (the game, of course).
The game should be hard, to build up this meta-narrative. If you win within three games of first playing Angband, that value is lost.
Continued maintenance is not only good because it makes the game better, but because the game is part of the meta-narrative, so any changes to it make the meta-narrative more interesting.
The purpose of procedural generation is to have stuff happen in a different way each game, it is not an end in itself.
Adding a narrative with clever writing would be a waste of everyone's time.
I would quite like to know if my ideas here line up with the ways other people have fun with Angband.
The basic narrative of a game of Angband is pretty vague and unimpressive, compared to most RPGs. At some non-specific and impossible time, in a fortress called Angband containing almost all of the notable evil characters, and many of the notable good characters of the Tolkien mythology your character is supposed to kill Sauron and Morgoth and thereby win the game. The only interaction you can have with a character is fighting (shopping doesn't count because shopkeepers aren't characters, they are vending machines). The graphics are simplistic, and the game mechanics are extremely abstract and largely taken from tabletop RPGs, notably tiles and turns. There is little to no writing, because writing a narrative for the player to consume would be redundant.
The player writes their own narrative. I don't mean in a tabletop RPG way, though if someone plays Angband like that there's of course nothing wrong with that. However, in my experience, my history with the game itself is the main way the game creates memorable moments or emotional reactions. The first win is not fun because you have slain Morgoth, the Dark Lord, and Arda will be free. Arda doesn't exist within the bounds of the game. The first win is fun because you finally beat the goddam game after so many characters, promising characters even, died, leaving you to start from the beginning. Those characters who died, and those who won, are part of the meta-narrative of the game. The only way they are related to the current playthrough is by way of the player (because of permadeath), since no two characters are alike (procedural generation).
Now, if this theory is true, and the meta-narrative is in fact the most important part of the game, this has some important implications.
The game needs to be about making each playthrough not (just) an engaging experience, but most importantly, a good story. In particular, IMO, this is important with respect to "unfair" events. Getting killed by Kavlax, the hunger clock, Gravity Hounds, a Drolem, or an OOD monster may not be the most fun in the moment, but within the metanarrative, it's critically important. It creates intermediate goals for every subsequent playthrough, or motivates the player to defeat the ultimate bad guy (the game, of course).
The game should be hard, to build up this meta-narrative. If you win within three games of first playing Angband, that value is lost.
Continued maintenance is not only good because it makes the game better, but because the game is part of the meta-narrative, so any changes to it make the meta-narrative more interesting.
The purpose of procedural generation is to have stuff happen in a different way each game, it is not an end in itself.
Adding a narrative with clever writing would be a waste of everyone's time.
I would quite like to know if my ideas here line up with the ways other people have fun with Angband.
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