I want the newbie to die a couple of times before he learns to play well enough to survive to level 5.
It's okay to spend lots of time when playing the game. I do, actually, and it helps me survive deeper. But I spend that time thinking over tactical choices, not doing some boring stuff again and again.
For example, I removed gold digging because I found it boring. IMO gold digging can be compared to farming. Do you think that gold digging should stay in the game so that newbies could gain some advantage by boring play?
EDIT: Since my goal is to have as many near-death experiences as possible in a given time, slowing down the game with farming or gold digging would be bad. It's very possible that you want some other things from roguelikes than me...?
EDIT 2: I don't really want to persuade you that I'm right and you're wrong. Sorry if that's how you feel! This discussion has helped me clarify for myself what I want from roguelikes and why I've made certain design choices with Halls of Mist. And maybe because of this discussion some potential players have figured out that Halls of Mist would suit their adrenaline seeking playing style -- or that they'd better look elsewhere for their enjoyment. Thanks for the discussion! There's no reason to continue unless you want to.
It's okay to spend lots of time when playing the game. I do, actually, and it helps me survive deeper. But I spend that time thinking over tactical choices, not doing some boring stuff again and again.
For example, I removed gold digging because I found it boring. IMO gold digging can be compared to farming. Do you think that gold digging should stay in the game so that newbies could gain some advantage by boring play?
EDIT: Since my goal is to have as many near-death experiences as possible in a given time, slowing down the game with farming or gold digging would be bad. It's very possible that you want some other things from roguelikes than me...?
EDIT 2: I don't really want to persuade you that I'm right and you're wrong. Sorry if that's how you feel! This discussion has helped me clarify for myself what I want from roguelikes and why I've made certain design choices with Halls of Mist. And maybe because of this discussion some potential players have figured out that Halls of Mist would suit their adrenaline seeking playing style -- or that they'd better look elsewhere for their enjoyment. Thanks for the discussion! There's no reason to continue unless you want to.
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