So randomly generated spaces and object placement is par for the course. I was wondering if there are any good discussions or examples of randomly created objects. Like items and monsters.
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Does Slimy Lich Mummy do this?
Is this an old discussion done better somewhere else?
Can randomized stats in a randomized environment be just too much chaos? Too boring? Stupid?
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The Slimy Lichmummy has a 'regular' pool of predefined monsters and items. The randomization comes from map layout, potion/scroll identity and enhancement pods. It's pretty orthodox in its roguelikeness
I don't think there's a roguelike that does random items in the way that Diablo does it (I'm going to base any further opinions/conjecture off Diablo 2 since that's the one I'm most familiar with), but that's not REALLY super random either.
Mostly it's tiered as such;
-"normal" items with a random quality modifier
-magical items with between 1 or 2 random, item-appropriate bonuses (think enhanced damage/defense/repairs durability over time/+X to [CLASS] Skills)
-rare items with 2 to 6 random, item-appropriate bonuses
-unique items with... as many bonuses as said unique has, though the exact numbers of the bonuses DO vary if the same unique drops twice (Don't overthink it
)
Disregarding crafted items and set items which confer bonuses according to how many items of the same set you're currently wearing (since those are pretty static).
I don't think that diablo's item randomization system would work very well in a roguelike without a stern look at how things are identified; identify scrolls cost very little, are readily available, you have a free ticket back to town (and then BACK to the dungeon) every time you pick up a town portal scroll which costs just as little AND there's an NPC who will identify EVERYTHING you're carrying free of charge.
Past the first hour of the game you'll be disregarding anything that isn't rare or better...
You'll be happily swapping out your current equipment for one of three things;
A rare that has better modifiers/bonuses than the one you have, an unique that gives you what you want OR a runeword that you've crafted (basically putting rare items into a weapon in a specific order to create a very non-random, predetermined
bunch of modifiers).
Usually players will just take any good rare/unique, but the "endgame" is assembling full runewords for all your equipment. What this means is that players have a clear vision of what items they want for endgame, and they KNOW they can get them.
Which kind of renders everything below runewords... somewhat pointless, no?You can have all the randomness you want, but players will probably choose the static top-tier item over endlessly searching for the perfect set of random bonuses. Not aided by the fact that runeword modifiers far overpower anything you'll ever find on a randomly generated item.
Of course the great fun of Diablo 2 is bringing all the rares/uniques back and comparing them with what you already have in your quest to grow stronger and stronger, but the need to identify things is really an afterthought. A small measure of tedium to make you choose WHAT to bring back to ID and then sell/use, whether it's worth your time to make multiple trips back and forth to ID everything (it's not.)...
For a roguelike (finally getting back on track...) you'd pretty much have to make everything ID'd in advance (at least as far as the weapons are concerned).
And then choose HOW random you'd like to make the items....
Chances are you'll either
a) overdo it, creating the most zany combinations, not all of which will be useful (which might be fun!)
b) overdo it, plunging the player into an obsessive compulsive hell of constant comparison
c) end up with Incursion's random item system which pretty much boils down to "[something] item [+-X] [of element]"; basically a very "factory conveyor belt" feel.
Don't get me wrong, I'm tickled pink if I find an adamantium spiked chain +3 of lightning, but it's not random at heart, see? It's a spiked chain + the material it's made of + a bonus or malus + an element.
A step down from this would be Angband/DCSS's system of items with bonus/malus and/or brand, right?
With the following step down being the even more common plain item with bonus/malus.
As for the concept of randomized equipment, I don't think I feel strongly about it one way or the other...
You could implement it in a game, but a lot of elements of the game would have to be fitted around it.
As for random quests though,
why don't more roguelikes do this?
I am amazed that not all angband variants have quests. Having a guildhall in town, going there, picking up a quest to "slay X foo at Y depth for reward Z" is
GREAT. ESPECIALLY for a game like Angband, which can get extremely... tedious/boring in between [buying a lantern] and [winning the game].
This sort of quest system is the perfect way to spice things up by giving the player a clear goal that's closer at hand than plain winning the game, yet provides a comparable challenge for his relative strength.
I've only seen it implemented in about 3 or 4 variants though, and sadly NOT in my favorite variants (exception being NPPangband).
There's the problem of 'who' gives out the quests. Angband has a town you usually go back to, problem solved.
For other roguelikes I think a decent solution would be for the player to (be able to) receive a quest when he prays to a/the God. Pray to your god while outside of mortal danger, receive quest, fulfill quest, receive rewards, repeat as needed.
In this context there'd be other possible quests outside of "slay X foo at Y depth", such as "sacrifice X gold to me within Y turns" or "sacrifice something BLUE to me" or "I have put all the foos on the next floor to sleep, reach the stairs down on that floor without waking any of them up" ETC ETC ETC.
I love the concept of random quests, and I'm sure there's plenty that can be done with it without interfering with the (usually) story-lite, single-goal nature of roguelikes. Ie. you could include them without encumbering the game with a story or turning it into an RPG.
I do, however, think quests are more suited for "long" and "safe" roguelikes. They're great for Angband and its variants, but they might be out of place in Rogue, which doesn't have that many floors to descend. Might also be out of place in Nethack, which has a different (deadlier) type of pacing.