Akeley, what do you think should be done in games that have a large scope, like dwarf fortress, for instance? Aren't you going to have to simulate some parts of that game given how much the player would have to micro-manage otherwise? Or do you not consider games of that scope to be a true roguelikes?
Also, I'd still like to hear what you think should be done in the case of an adventure that spanned a large portion of the PC's life, where time constraints would make it difficult not to simulate gameplay.
I really feel like there is more of what I would call simulation in just about all roguelikes than you are arguing. I mean, in ADOM, you don't choose individual types of melee attacks like you can in ToME. Isn't that a simulation feature? Doesn’t any game where you don’t micromanage every action the PC takes incorporate some simulation aspects?
While still interesting, this discussion is getting difficult - reason being we start talking about really diverse games, even if it`s all kept within the RL genre. And so,
trying to define what DF is can be a risky territory - vide dedicated thread on this board. But its sim part is definitely a different beast than "normal" RL like Crawl, its sort of hard to compare. In general I`m not against automation in certain genres or particular games - but only when it makes sense and is sort of genre-specific, lets say in
4X strategy, while in squad based tactics I want to have total control.
As for that ADOM vs TOME example, I see it as a different design decision more than a step towards automation. Not every game has to feature detailed combat, some are more simplistic and still work very well. But I also feel we`re straying bit too much from the OP here, which is what I originally objected to - that cave example. Micromanaging and combat systems in games seem a different subject to me than that (perhaps wrongly, but that`s how I feel).
It sounds like you are saying that we only find things in games fun because there are other, less fun, things are there as a contrast. Well, does that mean that we should intentionally add “bad” elements in order to make the player appreciate other parts of the game more?
In fairness, I suspect this isn’t what you had in mind, so I’d like to hear more about this idea.
Nah, you`re right this isn`t of course what I meant, at least not so literally. Problem is - and it keeps cropping up in these discussion - my definitions of bad, trivial or boring might vary from other folks`n regarding this subject. As I said in other threads, if I like a game - and there`s many elements influencing that - then those fetch/kill quests (and we lived with this template since RPG beginnings, really) aren`t a problem.
Example (regarding long-spanning adventures too) - I was so immersed in the Fallout 3 gameworld (yeah, I can hear folk sniggering already ;) that I`ve never used the Fast Travel option (meaning literally hundreds of in-game hours). Meanwhile in other games, yes, very much.
Guess, again it boils down to the OP`s very example - I consider combat and questing to be essential part of any RPG. I can be very forgiving on other fronts, but if these elements suck - or are automated - I probably won`t enjoy such title.
But, this is makes more sense talking about normal RPGs - I struggle to actually employ this line of thought regarding roguelikes. I just can`t think of "boring" encounters in those I played. In Crawl tension`s so high it`s completely out of a question. If I see a "weak" monster, I think "food!" or "what is it followed by?", "any loot?" and so on. Also, once you`ve became strong enough or discovered particular monsta`s Achilles heel, the monster might be a lesser threat but that`s sort of a reward for playing and also a natural flow of things which validates the gameworld and exemplifies your character`s growth.
...or something ;) I like these discussion, but admittedly I`m not a game developer and so might lack a particular incisiveness and drive to completely dissect these issues. I`d sort of like to leave some questions unanswered too perhaps, in order to retain some of the kid-like magic videogaming still holds for me..
Okay, I think I really do understand your point of view pretty well now. You feel like you can’t experience being your character as vividly if there are simulational aspects, right? That actually makes complete sense to me. I actually hadn’t thought of that before you just mentioned it.
You want to really *live* the process of killing of those 10 bats, dismembering them, and stuffing the bat wings in your pack!
Hmph, well I don`t exactly light candles, keep a styrofoam shield at hand and dress in
pyjamas druid robes while playing, but it seems you got that bit ;) My "roleplayin" is somewhere in-between "totally abstract" and "get LARP`d!" styles, probably closer to the former. Kinda vague feeling, especially in RLs. But yeah, if I started automating these vital (for me) parts of gameplay something probably would be lost.
Ultimately, it might be also that thing where not all games are for all people - and there`s nothing wrong with it. Maybe games with "boring quests" style should be avoided by folks who look for something different, and vice versa, instead of trying to enforce a change to the style. Don`t know, really...but I do like both and just sort of alternate between them, depending on mood.