2. Classic Diehards - The classic roguelike player. Games like ToME, Nethack, Angband and Crawl appeal to these players. A very common player type but no longer as dominant. These guys (yes mostly all men) have been playing for years, maybe decades. Definitely the dominant player type in this Forum. I'll use Krice as a good example of this player type. Strict adherence to the tried and true Roguelike tropes brightens the day of this player. These players will cross over pretty well to other categories, especially the Quick Fix category when they burn out a bit on their favorite major and need a little experimental distraction. Note this is the oldest and most hardcore of Roguelike player types. Black and white text with hundreds of commands? Not required but also not a problem. These players value complexity.
That description fit me so well it was mildly unsettling.
I like it when a game has clear mechanics. Going very close to DnD-like mechanics like Incursion is
excellent.
You've got your stats, and you know what they do and how increasing each stat will affect your abilities.
You find an item and the game tells you the numbers. Parry value such and such. Can be used while grappling. Reach of 10m. Damage ranges from this to that, slashing type etc etc. I understand what these mean.
Having easy to understand mechanics like Rogue, Hack and The Slimy Lichmummy is excellent too.
For the first two, you need food. You need to get your armor value up to snuff. Your goal is this and that. Having this or that item will be needed in this or that situation etc etc.
Mostly just the ease of equipping an item and seeing a number go up or down is excellent.
That would be why the Binding of Isaac (which is still not... ah, nevermind) did absolutely nothing for me.
I got the tears of the saint? Great! What do they do? If it was a sword or a lasergun I could work with it, but tears of a saint? That's too abstract for me! Did my crying get better? In what way? How does the saintlyness of my tears benefit me? Copper sword, Iron sword, Steel sword, diamond sword. Clear progression that I can understand. Silver sword against a werewolf, I see! Tears, bloody tears, attack fly, speckled feces... I don't know which of these is stronger or even comparable to the others. I don't know what they're for, and frankly that just infuriates me, hahaha.
It's nice breakdown. I'm doubtful whether the sandbox category is all that big. Goblin camp is very much so in its starting stages still.
And the Story Lovers category comes down to Legerdemain and LambdaRogue, right? With maybe a dash of IVAN. Unless I've missed some roguelike that has more story than Fetch Ye Olde MacGuffin, Brave Adventurer!
I don't like all of your groupings I must say. There's no such thing as a "Smooth Operator" that plays a game purely for interface. [...] What you class as "Smooth Operator" is more merged in with "Quick Mixers", since a quick game with a complex interface is pretty much doomed to failure. [...]
Well, the groupings can easily overlap. I feel that there IS a group of players that will or will not play a game purely based on how easy the interface is to grasp for them. Let's say you ask someone (with little or no roguelike experience) to play Rogue and Brogue. Putting aside everything but user interface, Brogue is much more fluid and intuitive. Those that would prefer Brogue over Rogue simply because of the controls and UI of Brogue would be the Smooth Operators, no?
On roguelike radio we rant on about UI a lot, and sometimes it feels a bit repetitive, but in the world if roguelikes I think it stands to be repeated. Too many developers are complacent with the idea of sticking to a "traditional" bad UI. [...] For roguelikes it doesn't have to be pretty graphics, or graphics at all, it just means that if players get frustrated by the controls in the first few minutes they'll move on to another game that won't frustrate them. In the modern roguelike scene they have plenty more accessible choices.
Mr. Doull started a discussion on this over at the Angband forums (of course you know this, but bear with me) and I see some sense in what the two of you are saying. While Angband/Hack/Rogue/etc do have an interface that can immediately be recognized there is indeed the room for improvement. However, "don't fix what isn't broken". And then there's the chance that what you would consider an improved interface would be considered one or more steps in the wrong direction by someone else.
I think I said that some of the classics were doomed unless they get with the times. To those that say the classics won't I die I ask, where are all the Moria players? Moria is still a good game, but it no longer gets significantly played or discussed. It is, in essence, a dead game. Angband and Nethack run risk of following the same route. New players would rather go to ToME4, DCSS or Brogue, and the existing communities are visibly dwindling. There will be a few diehards for many years of course, but why should the great classics put up with this when they are open source and ripe for improvement?
And what if they are doomed? I don't care that not many people play (Revived)Hack, I still enjoy it. I don't require it to be continuously developed and updated even today; it's a done game in my eyes. To be a dead game while still in development is sad, but if it's complete... I'd rather someone makes an Angband and a Moria dies than that Moria keeps getting updated and Angband is never born; that way people have the choice of playing both Moria AND Angband rather than Moria changing into something it didn't use to be.
Untrue. The traditional UI is not bad. In fact, it's the opposite of bad
I think a large number of keyboard commands is not bad if they are well designed and don't have any double commands (like Remove/Take off). In good UI there are also modern alternatives like mouse commands, generic (u)se command and stuff like that. Trying to minimize number of keyboard commands is good, but only if it doesn't lead to ultra-modern menu driven UI which is also bad. I'm always surprised how difficult it seems to be to design good UI. I guess one of the reasons is that developers have their own ideas about good UI and sometimes it's traditional and sometimes maybe too modern, and sometimes it's just really weird.
I'm a fan of generic commands. (a)pply to zap wands, read scrolls, quaff potions. (e)quip a whole bunch of different things. These are nice. Seperate commands for Putting something On, Taking something Off, Wearing, Removing (ring ring armor armor) feel redundant. I like all the options Incursion gives me but when I press y and it asks me what I want to do, there's almost no situation where I'd want to Fast Talk, Barter with someone, Force, Greet, Imbue, Jam, Mix, Pour and the list goes on! Some of these are available elsewhere; I can Greet, Barter, Fast Talk after I (t)alk to someone!
You don't have to pare the options down to (k)ill and (o)ther, but some things could stand to be culled.
Edit: I missed Z's original list, so I've taken to replying to it from what I could glean from other posts.
4. Mechanics should be clear. I want to be able to tell whether +2 St or +2 Dx is better.
Yes please.
5. Permadeath should be only an option. People want to win!!
I love options. But having or not having permadeath shouldn't be something you get to decide as a player.
If you take out the permadeath or add an option to save and load whenever the player wants, I wouldn't download your game. I finished half life 1 thanks to the quicksave and quickload keys. It wasn't a question of WHETHER I was going to win, but WHEN. And it didn't feel like an accomplishment. Didn't feel exciting. It felt dirty and boring because there is no way I could NOT win. Roguelikes are not about WINNING, they're about TRYING to win. If I'm going to respawn in Crawl, you can be sure I'll claw that Orb of Zot to the entrance, tile by agonizing tile if I must. But then why am I playing Crawl? I KNOW I'm going to win, what's the point of playing? Satisfying my own vanity? It's this same reason I only played Bioshock for half an hour. I die, and I plop right out of the respawn-o-matic stationed 2 feet away with no penalty. Again and again and again and again.
Let's say my enemies had the same advantage. Let's say everyone (player and enemy) who dies more than 80 feet from a respawn-o-matic dies forever. I'd have to either lure my foes far away and then kill them or destroy the respawn-o-matic. Suddenly the game is exciting and tactical!
But no. I die, I'm reborn, I go right back in there. On to the next area. I can't lose. There's no game over screen. Why keep playing? For the story? No thank you!
9. Unlockable characters. New players can only play Human Wizards, Archers, or Fighters. Other 197 race/class combinations need unlocking. The amount of decisions you need to make is too intimidating for a new
player.
That's just horrible. I liked it in Rings of Valor since unlocking new races and classes was relatively painless and it's a coffeebreak game, but I absolutely hate it anywhere else. I don't want to go through hoops to unlock races and classes in ToME! Sure, a new player might be intimidated by all the choices, but screwing over people who are not just FOR THAT is not the answer. Character creation in Incursion is a different story! There's something that will scare away a surprising amount of people. I still wouldn't want Journeyman to dumb it down; to do so would be detrimental to Incursion. Compromising is not always the answer.
17. Make movement four directional. People play on laptops nowadays, how are they to move in 8 directions?[/i]
This
kills a game faster than anything in my eyes and I play on a laptop. Use Home, PgUp, PgDown and End for diagonal movement like Crawl. Or use yubn like The Slimy Lichmummy. A diagonal tile is right next to my character, so I should be able to stand on it
in 1 action. Halving my movement options just because I don't have an explicit keypad is ridiculous. There's plenty of keys available. You could even make it so the arrow keys get rotated 45 degrees clockwise when the user holds Shift (so Shift+Up arrow makes you go Northeast)! Solutions aplenty!