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Programming / Death in Roguelikes
« on: January 31, 2010, 03:47:21 AM »
I have a confession to make. I actually like dying in roguelikes.
Seriously, dying is part of the entertainment value of roguelikes. It actually boils down to a bit of basic logic when you think about it, and I assume several others will be with me on this. You start a game of a roguelike fully expecting to die. If I play Mario, or whatever, I really don't expect to be killed in under a minute. However, if I start playing a new roguelike I fully expect my first death to be around the corner. If that death doesn't seem to manifest itself I get bored and assume that the game isn't for me. The manner of the death is often quite contrived in a roguelike and it almost makes a play session worth talking about afterwards on it's own in many games.
I'm not the biggest fan of difficult games. I recently completed Assassin's Creed on the XBox and enjoyed every second. I also play games such as Transport Tycoon and remove all of the enemy AIs from the game, enjoying a free sandbox. However, if I play a roguelike I want to struggle from the start and feel that my player is barely alive after at least the first level. Perhaps this was brought about by my introduction to roguelikes being Nethack. A game of Nethack can go on for a long time, but ultimately your next move can instantly finish even a healthy character.
I recently played Triangle Wizard for the first time. It's a game that didn't immediately gel with me, although I'm very prepared to give it a few more goes. I think that my viewpoint towards the game was negative before I began and that's for one reason only; the tutorial. During the tutorial your chances of death are very slim. This isn't what I ask for in a roguelike but it's the entire purpose of a tutorial. As I mentioned beforehand I'm not finished with the game and will certainly play some more of it, but this is just my initial reaction. Could it be possible for a tutorial to feel game-like? Could the RNG be allowed in a tutorial to make it more entertaining and dangerous?
So, if you're developing a game, how do you feel about tutorials? Are they boring scenarios that detract from the real game's very purpose? Or are they necessary learning you hope any gamer will take upon themselves to finish just to grasp the basics, and do they really have to be boring?
Seriously, dying is part of the entertainment value of roguelikes. It actually boils down to a bit of basic logic when you think about it, and I assume several others will be with me on this. You start a game of a roguelike fully expecting to die. If I play Mario, or whatever, I really don't expect to be killed in under a minute. However, if I start playing a new roguelike I fully expect my first death to be around the corner. If that death doesn't seem to manifest itself I get bored and assume that the game isn't for me. The manner of the death is often quite contrived in a roguelike and it almost makes a play session worth talking about afterwards on it's own in many games.
I'm not the biggest fan of difficult games. I recently completed Assassin's Creed on the XBox and enjoyed every second. I also play games such as Transport Tycoon and remove all of the enemy AIs from the game, enjoying a free sandbox. However, if I play a roguelike I want to struggle from the start and feel that my player is barely alive after at least the first level. Perhaps this was brought about by my introduction to roguelikes being Nethack. A game of Nethack can go on for a long time, but ultimately your next move can instantly finish even a healthy character.
I recently played Triangle Wizard for the first time. It's a game that didn't immediately gel with me, although I'm very prepared to give it a few more goes. I think that my viewpoint towards the game was negative before I began and that's for one reason only; the tutorial. During the tutorial your chances of death are very slim. This isn't what I ask for in a roguelike but it's the entire purpose of a tutorial. As I mentioned beforehand I'm not finished with the game and will certainly play some more of it, but this is just my initial reaction. Could it be possible for a tutorial to feel game-like? Could the RNG be allowed in a tutorial to make it more entertaining and dangerous?
So, if you're developing a game, how do you feel about tutorials? Are they boring scenarios that detract from the real game's very purpose? Or are they necessary learning you hope any gamer will take upon themselves to finish just to grasp the basics, and do they really have to be boring?