35 floors is too much for your taste? Wow. If it's less than 50, I want my money back!
I'm really baffled by a lot of the commentary to this effect around here. So what's the optimal number of floors to the prevailing tastes? 20? That seems really short to me, for a roguelike.
I want to hear your opinion on this. How long do you think roguelikes should be, and why?
Okay. Well, first, I think crawl is fine even at its minimum length of ~35 levels + ascension run as you said. The games I've played the most are moria, angband, zangband, and tomenet, in other words moria derivatives. Hence my 50 levels remark. (Obviously there's some question about whether you really have to play 50 or 100 levels in an angband variant the way you do in Crawl -- in fact, you usually play more than that, but only the small piece you need to get what you want from each level you play and you can dive 20 levels without even fighting any monsters.)
Of course the original rogue was itself pretty short and larn even more so, so there's plenty of room for short games in the genre.
All that said, to my taste, longer remains better for a pretty long time. Why? Essentially two reasons:
First, length increases the significance of a play and especially of wins. The character develops, in its roguelike way, more. Longer games increase the stakes in the game and therefore the atmosphere of danger and risk. Related to this is the sense of loss when your character dies. I understand most people would call this "frustration" or otherwise find it stressful -- I've definitely had frustrating roguelike experiences myself -- but I think this is the path to the dark side. Loss and regret increase the emotional depth of the game.
Second, there's just more stuff in a longer game, given acceptable execution on the author's part. When you try to put the same amount of stuff in a shorter game, I don't believe it can really gel properly. The key thing then is just knowing what to do with all the crap everywhere, not actually finding it. This means more room for turning points in the game -- "Then I got this thing so I could do this and go there, where I found this thing, etc." vs. "Then I got this thing, so I ascended." It's not just items, of course, there's more monster types, more contexts, etc.
I know the current thinking is about intensity (or variation, which I don't believe in yet), which sounds fine. I think the way Sil cuts out the part of the game where you beat down varmints for an hour before anything interesting happens is great, for example. (Similarly, "make your own" items reduces the need to scum/farm/whatever for equipment.) I'd have to win a game before I decide whether 20 levels is good or wack.
Really, I'm reacting to a change in thinking away from ambitious, large world roguelikes toward more bite sized offerings. I just don't see the genre realizing its potential by paring down the number of items, monsters, and levels. Why not just go full graphics then? If you have few enough monsters and simple enough items, why not make it an action RPG?
My feeling is that the strength of roguelikes comes from the lack of graphics and procedural content. Given these two advantages, developers should be able to wildly outstrip what's possible in the current commercial environment in terms of world building (and by the way, there's a real lack of original thinking about how this can be accomplished via the current internet culture).
Anyway, this is turning into another unfocused ramble, so I better stop.