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Programming / Re: Why Auto-Explore is Missing the Point
« on: December 06, 2012, 02:02:21 PM »
Just to be clear I like Auto-Explore (at least in Crawl and Brogue), I just think it's missing the point (in Crawl at least).
Brogue is a great example of a game that does things right. To the veteran player the first few levels are just a slot machine to see what goodies you get. Auto-explore allows them to clear those levels quickly and efficiently and get to things that are more challenging for their skill level.
At the same time those first few levels are a real challenge to the beginner, and provide a lot of fun.
The key point with Brogue is that by the time you get into the meat of the game (level 5+), Auto-Explore is no longer a viable option due to the density of decisions you need to make to be successful.
One thing I do like about Crawl's Auto-Explore is that you can use it as a "do what I mean" button. If I'm standing three tiles away from a scroll and hit "o", I know I'll go over and pick it up.
Really I guess my whole point with this post is that many Roguelikes have very sparse and uninteresting levels. If we could make more games with the density of interesting things like Brogue and DoomRL have, it'd be a good thing.
Brogue is a great example of a game that does things right. To the veteran player the first few levels are just a slot machine to see what goodies you get. Auto-explore allows them to clear those levels quickly and efficiently and get to things that are more challenging for their skill level.
At the same time those first few levels are a real challenge to the beginner, and provide a lot of fun.
The key point with Brogue is that by the time you get into the meat of the game (level 5+), Auto-Explore is no longer a viable option due to the density of decisions you need to make to be successful.
One thing I do like about Crawl's Auto-Explore is that you can use it as a "do what I mean" button. If I'm standing three tiles away from a scroll and hit "o", I know I'll go over and pick it up.
Really I guess my whole point with this post is that many Roguelikes have very sparse and uninteresting levels. If we could make more games with the density of interesting things like Brogue and DoomRL have, it'd be a good thing.