@Krice,
A few things you said above need clarifications. Solvibility of a game does not decrease as the game progresses. This might be true in some games but definitely not the majority.
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The dead ends in Brogue have nothing to do with solvability or complexity.
I'm NOT regarding solvability as whether or not a game is 'winnable.'
(from the original post):
Within this tree of potential game states, how many terminal nodes result in a victory for the player? Or rather, How many are solutions? The more paths that result in a victory condition, the more solvable the room is (room is an arbitrary measure of scope- we can think of the entire game's solvability based upon the solvability of each region, of each level, of each room, of each monster, etc).
But rather by how discriminating the decision tree is. Solvability asks how many terminal nodes in a decision tree yield favorable outcomes. The player may have become more powerful and thus more capable of solving difficult problems, to the point in which it seems easier than earlier problems, but mistakes are typically also less forgiving.
For example- On level 1 of some game, I can run circles around goblins with lots of 'extraneous' moves (those that would normally have very low heuristic value for an AI). I can't exhibit the same amount of extraneousness on level 10 vs a dragon and expect to be as successful. This obvious and at times arbitrary increase in difficult doesn't undergo much scrutinization- I propose solvability and complexity as ways of looking at how difficulty progresses in a game. Now- if I have to waste a bunch of healing potions on that goblin, then the future solvability/complexity with the Dragon encounter is going to change- making it even more difficult to generate challenges without a negative feedback cycle (other issue).
This quality of a game doesn't necessarily decrease throughout ALL games, but in games where it doesn't change there needs to be an attractive change in complexity or a really good story. In the case of roguelikes, solvability definitely changes and tends to become more difficult as the game progresses.
Because there aren't any. I cannot be certain that Brogue is beatable (solvable) with perfect play every time.
If Brogue's solvability, in terms of winning the entire game (Which I don't really talk about), depends upon a perfect playthrough, then it has virtually no solvability. Solvability, however, changes as we go deeper. If there are a few set of rote axioms that allow a player to play Brogue more 'perfectly,' then the player is making decisions based upon how he knows how the game generates challenges. There are other concepts important in making a game interesting- if the player knows how future challenges are generated and can prepare for them without having been given an explanation, then there is quite a bit of 'learn-die-reset' going on. This isn't 'bad,' but it's something worth addressing elsewhere. The obviousness of a 'right' decision makes solvability uninteresting and inadvertantly culls the depth of complexity.
"Dead ends" have EVERYTHING to do with solvability and complexity. Allowing a player to go down a path that will assuredly become unsolvable is wasting the player's time.
I'm not even sure a steady difficulty curve is desirable.
I don't think I meant to imply this. Just that solvability should decrease. Not necessarily gradually or as some measurable curve- or even as a 'this area is harder than this area.' Difficulty changes with solvability and complexity. If we have a ring of fire immunity, the complexity and solvability for the fire pit area suddenly change.
If we incorporate solvability and complexity into the generation of a 'room' (arbitrary measure of scope), we could do something zelda-like and obligate the player to find enablers that make areas possible. If all enablers were useful in all areas- this would create a positive feedback loop as each area is defeated, making the game get easier. However, if all enablers weren't useful in all areas then the game isn't very complex and the strategy could become fairly one dimensional (assuming enablers and 'possible actions' are related). This is a serious problem. Addressing Complexity and Solvability is part of the solution.
I guess a steady curve is a good idea in a Roguelike. But a good roguelike with periodic bosses where the difficulty spikes up would be neato. Arguably these instances happen in all roguelikes already. In an emergent fashion.
In what way would that be emergent?
Your comments that ToME lacks strategic depth outside of character creation and min maxing is going to be met with eye rolling. Also the feeling that you are just trying to avoid a WTF die roll in ToME seems a strange statement. I was under the impression that ToME has very few, if any, instant death types of moves.
It lacks strategic depth because the BEST action that a player can make, given the information s/he has, is oftentimes very obvious. Very rarely do you have to shake-up your normal operations. The game is very repetitive. What qualities of a character that maximize our ability to survive/kill stuff become a priority. Say we're on an archmage run- We're not likely to dump stat points into strength unless it is for the purpose of acquiring the minimal amount of strength to equip something (Say we found some amazing randart armor and have a feathersteel amulet and somehow we have that stat points to dump). If we're building a hybrid mage for some god-awful reason, there is a necessity to use class and stat points as frugally as possible to ensure maximal survival. While it's true that a player can create their own challenges- I'm talking about possible game states. In games, we design difficulty around the assumption that a player wants to maximize his advantage.
Yea- WTF moments and ToME don't exactly go together (in that they necessarily result in 'death'), but heavy reliance on dice rolls will always give you lameness (and WTF moments). Because success in the game is probability driven, a lot of the challenge has to be reduced so that you can progress to the end (and enjoy the wonderful story). I pretty much design builds around stun immunity, considering how often stun resist doesn't really mean anything with my Karma... I would say that dice-rolling does a lot to kill interesting difficulty in ToME.
The most interesting strategic lessons I learned playing ToME are from running as an archmage on insane difficulty (which isn't even hard)- but these lessons tend to be more rote discoveries as opposed to genuine strategy. They are a question of "How am I going to be strong enough to do this area? What stats/abilities do I need for this area?" Completely dependent upon prior knowledge.
Both ToME and Brogue have their own Forums. You can ask more game specific questions there.
Even if I erroneously refer to qualities of ToME and Brogue that aren't really there or true, I'm using them as examples for something else. This is not meant to be a discussion on how "good" ToME and Brogue are. I'm not trolling or bashing them in any way, but trying to create an objective paradigm to improve games- in this case, on the very specific subjects of complexity and solvability. Brogue and ToME just happen to be more interesting to talk about for a number of reasons.
A designer can approach the problem of solvability and complexity however s/he wants, but at least knowing the vocabulary and looking at the problem of making a game with the right tools is empowering. If we design a game without these thoughts in mind, who knows whether or not the game will be a challenge or interesting-- from here we just tweak values hoping that it's fun.
Roguelikes rely on the RNG to create content- What if that RNG was implemented more heuristically? In the case of Brogue, we run into situations where we have dependency trees (IE treasure room puzzles), but the challenge of the game revolves around using randomly generated tools to fight off randomly generated monsters. We're, in effect, playing a genetic algorithm. This is very interesting- but it doesn't always provide interesting gameplay because it doesn't assure whether or not progress is still possible.
I believe that progress should always be possible- if progress needs to be dependent upon previous actions (by design- ie, potions and other expendable resources), then it shouldn't cull all possible victories in our decision tree unless there is another path that the game will let us take. If healing potions are 'mistake tokens' or 'extra turns' that we redeem to make up for our mistakes, then their usage shouldn't be required in difficult encounters. That is, there should always be some path within the possible set of decisions that will result in victory.