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What I find lacking in roguelikes is a complete lack of indication as to what is going to happen. If you have tablets, tomes and cave-drawings that gave you information about what you may face next, you don't have to make it a game of surprise.
NPPangband has mystical wall writings that give you hints about monsters on your current floor (they disintegrate when you read them too often).
Brogue might have some subtle indicators as to what is going to happen (ie you see a locked door; you know there's going to be something key-based going on on this floor).
IVAN drops indicators to the upcoming first boss battle by spawning those goddamn plants every so and so on that floor.
That's three examples I can remember where a roguelike gives you an indicator of what's coming up, while still remaining close to Rogue.
ADOM gives clear indicators once you step foot on the world map.
Legerdemain gives indicators, but that's really pretty much a barely-roguelike story-driven RPG.
Sword in Hand gives you mission briefings...
Most roguelikes give you one indicator; there's this floor you gotta go to, see? And there's this thing there, see? It'd be really swell if you could bring it back to the surface. (Or something along those lines usually
)
Any MORE indicators you drop and you're rapidly going towards story-driven gameplay.
I don't really see a solution though... All my imagination comes up with is "You see a mysterious sign, conveniently left by some previous adventurer. It tells you there might be grues ahead in the darkness."
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In a game where we generate everything, we don't want players to die frequently, but to appreciate the intricate landscape and what not.
I disagree!
First off, I like my games to kill me. I want them to try to kill me as brutally and quickly as possible, while remaining fair. I'd rather have a game that tries to kill me like Nethack than a game that tries to kill me like Angband.
(Ie angband not giving you any challenge untill it decides to kill you with a monster that has more speed than you)
Second, I'd appreciate the intricate landscapes if there were any intricate landscapes to appreciate! Most games either take rooms-with-corridors or big-empty-plain-with-some-trees (whoop dee doo).*
Only roguelikes with real landscapes to appreciate I know of are Brogue and Incursion (especially incursion).
* I'd like to add here I avoid playing roguelikes with tiles/graphics.