1
Programming / Re: The Role of Planning and Design in Rougelike Development
« on: April 16, 2009, 12:48:57 AM »
The duration of a game is entirely up to the dev, usually by changing the number of levels. Of course, if there's not enough interesting content in your game, it should probably be kept to a few levels; but as you grow more content it might make more sense to also have many levels.
You can always force it to be a coffe-break RL (like DoomRL and others) by reducing the number of levels; but these games also feature a less steep learning curve and overall simpler mechanics than the big RLs. Of course that part can be planned in advance
The unpredictability of the RNG doesn't lend itself well to the "hours to finish" measure -- that's ok for rollercoaster rides like the commercial games, but when you factor in the perma-death and the replayability you can't really just put a "40-hours of entertainment" stamp on it
You can always force it to be a coffe-break RL (like DoomRL and others) by reducing the number of levels; but these games also feature a less steep learning curve and overall simpler mechanics than the big RLs. Of course that part can be planned in advance
The unpredictability of the RNG doesn't lend itself well to the "hours to finish" measure -- that's ok for rollercoaster rides like the commercial games, but when you factor in the perma-death and the replayability you can't really just put a "40-hours of entertainment" stamp on it