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Design / Going beyond hack and slash
« on: December 26, 2014, 11:31:36 PM »
I've been thinking lately that (as much as I hate to admit it) maybe Krice is onto something when he says that Crawl has something wrong with its gameplay.
I used to be a huge Crawl fan, until I started making it into the late game consistently. The beginning of Crawl is amazing, but the midgame and endgame just become a kind of FPS with swords. It's kill your way to victory. Better equipment, better character, still just killing things until you win. It's boring. It's like playing an FPS. Many other roguelikes have this same problem: the entire game revolves purely around killing your way to victory while progressing purely forward in a linear way.
I guess I want something else, but I'm not quite sure what it is. The only game I can think that I know has it is (of course) Nethack.
Nethack does the whole "kill your way to victory" thing, too, but there's something more ontop of that. It's nonlinear. It has sidequests that are wholly optional. It has things like sokoban, mine town, and shops with complex interaction. It encourages you to backtrack, and to visit places that have little or nothing to do with actually winning the game (aside from collecting an ascension kit).
The fun from playing Nethack often has nothing to do with actually progressing towards winning the game. It has everything to do with kicking that sink, throwing a gem to that unicorn, fighting the police after stealing something, wishing for an overpowered item, solving sokoban, quaffing from that fountain, locking yourself in a room to escape from a horde of monsters, carving elbereth into the floor with a wand of lightning, visiting the oracle, etc. etc.
I like Dwarf Fortress' idea that losing should be fun. In Nethack, just playing around is fun. In Crawl, you're either progressing and killing your way linearly to victory, or you're doing nothing. Like many roguelikes, Crawl seems like an FPS with a sword, and also like many roguelikes its waaay too linear.
Maybe losing and just playing around should be fun? 99% of the time we spend in permadeath roguelikes involves losing and not progressing. Maybe we should make losing and not progressing fun?
What do you think? Ideas? Suggestions?
I used to be a huge Crawl fan, until I started making it into the late game consistently. The beginning of Crawl is amazing, but the midgame and endgame just become a kind of FPS with swords. It's kill your way to victory. Better equipment, better character, still just killing things until you win. It's boring. It's like playing an FPS. Many other roguelikes have this same problem: the entire game revolves purely around killing your way to victory while progressing purely forward in a linear way.
I guess I want something else, but I'm not quite sure what it is. The only game I can think that I know has it is (of course) Nethack.
Nethack does the whole "kill your way to victory" thing, too, but there's something more ontop of that. It's nonlinear. It has sidequests that are wholly optional. It has things like sokoban, mine town, and shops with complex interaction. It encourages you to backtrack, and to visit places that have little or nothing to do with actually winning the game (aside from collecting an ascension kit).
The fun from playing Nethack often has nothing to do with actually progressing towards winning the game. It has everything to do with kicking that sink, throwing a gem to that unicorn, fighting the police after stealing something, wishing for an overpowered item, solving sokoban, quaffing from that fountain, locking yourself in a room to escape from a horde of monsters, carving elbereth into the floor with a wand of lightning, visiting the oracle, etc. etc.
I like Dwarf Fortress' idea that losing should be fun. In Nethack, just playing around is fun. In Crawl, you're either progressing and killing your way linearly to victory, or you're doing nothing. Like many roguelikes, Crawl seems like an FPS with a sword, and also like many roguelikes its waaay too linear.
Maybe losing and just playing around should be fun? 99% of the time we spend in permadeath roguelikes involves losing and not progressing. Maybe we should make losing and not progressing fun?
What do you think? Ideas? Suggestions?