Also, I don't agree with your point about offensive (or negative, as you put it) potions. I can kill a bloat in Brogue (they release combustible poison gas), then throw an Potion of Incineration in the mix. Boom. Instant wildfire. Or, I can throw some Deadly Spore Potions to take out a pack of jackals, then Incinerate the poison fungus when it's done its work.
But that’s the lovely Brogue
. Of course it all depends on the game. Not every roguelike has the item use complexity of Nethack.
[...] That said, Rogue would be a much poorer game without id-ing. But some longer RLs could probably benefit from skipping id-ing, as well as some shorter/experimental games (eg. 7DRLs, where there's often a main twist/idea which usually is not tied up to id-ing).
[...]In Rogue and many RLs, the id game is instrumental to making "every new game surprising" by way of randomized content. So I think id-ing is such an interesting concept that you can't just cut it out and never think about it again. You need something else to add tension and surprise to the exploration done in each single playthrough.
As always,
Minotauros
FayAngband and FAangband auto-id equippables. So I agree that the longer RLs benefit from skipping at least some part of the identify process.
Eh. My point is if everything is identified at the start, you take out one of the risk-reward considerations the player has to consider (ie. the risk-reward of using a possibly scarce consumable to identify a commodity which may or may not be an improvement to the current state.).
In Rogue and Nethack the possible scarcity of means to id would give the player some pause about using a scroll, whereas in Angband one can return to town and buy some scrolls of identify. The necessity/enriching effect of unidentified items hinges
strongly on the design of the roguelike itself.
I'm not sure how the macgyver thing would disappear. Using items to your advantage has nothing to do with the identification that stands in your way. You can still have all thoses weird/random items without an identify system. Is your complaint that you need those items to appear useless by virtue of an identify system? I don't really see the logic there, or I am misreading your post...
Eh. It’s more the feeling... Let’s say you identify a ring, hoping it’ll be good. Turns out it’s a ring of ultra-fast metabolism. If you drink out of a pool of water later on, and it causes you to become engorged (or it turns out your character is allergic to slime molds, threatening to swell you to death) and you STILL have that ring, you can equip it to quickly slim back down to satiated, turning a shitty situation and a shitty item into a net profit.
If there was no need to id however, you’d probably see a ring of ultra-fast metabolism and just walk past it or pick it up if you knew there could be a situation where you’d get so fat it’d threaten your life. And that’s the boring alternative, see?
I really find this whole thing comical because the arguments for identify systems seem to be based on adding surprise and silliness into roguelikes, in addition to the fact that most identification systems are essentially puzzles or metagame puzzles. To me, these things seem contrary to what I want out of my roguelikes. Certainly there is nothing fundamentally bad about it, but to me it makes your game less of a roguelike and more of a gambling/puzzle game depending on which direction the identify system goes.
Considering it's been around since Rogue itself, it's not so much about
adding anything into roguelikes and it certainly can't make a game
less of a roguelike.
Of course I'm not saying every roguelike has to copy the classics. It's an incredibly versatile genre that has evolved in such magnificent ways, reinventing itself time and again. I'm just saying to be a bit careful about what you remove, and to think it through before you axe something.
S'easy as pie not to add ingredients to your soup, but I'd compensate for it somehow if I were you
Addendum;
I like identification. Even in Diablo, where it's essentially free. It milks your anticipation from the time that you find a shiny yellow item until the time it is identified (and you find out it's crap). It has an addictive, lulling effect, much like pulling the lever on a slot machine. I agree that the identify sub-game doesn't necessarily have a lot to do with the game per se, but that doesn't mean it can't.
For example, in my roguelike, I'm planning to implement item identification as fuel for certain types of spells. The item becomes identified and it releases a fireball or whatever else. That way, unidentified junk which is strewn across the dungeon can become a valuable resource.
You could even have items become more powerful when identified. As in a Hazy Sword (unidentified), which is in truth a Sword of Burning (1d6 fire damage), but when identified is a Sword of Burning (4d6 fire damage) for the next 300 turns, losing 1d6 of burning damage every 100 turns untill it's back at 1d6. This due to the identify scroll infusing the item with power upon being used.
Of course you'd supercharge cursed items in the same manner. Maybe make freshly identified items shimmer with glammer, making monsters covet them and equip them. Hey, you're the one who knows it's a supercharged cursed sword, not yonder orc.
Gives a whole new raison d'etre to scrolls of amnesia, doesn't it?
Just another possible use for the identify system...