Author Topic: Designing Meaningful Choices in Roguelikes – How Do You Approach It?  (Read 415 times)

ericrobert23

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Hey everyone,

I’ve been thinking a lot about how to design meaningful choices in roguelikes — the kind that make players pause and really consider the consequences of their decisions.

Whether it’s picking a risky route through a harder area, choosing between two mutually exclusive abilities, or sacrificing resources for long-term gain, these kinds of moments are what I love most about the genre.

But striking the right balance is tough. Too many “correct” choices and it becomes predictable. Too random, and it feels unfair.

So I’m curious:

How do you approach decision-making design in your roguelikes?

Any favorite examples from games that nailed this?

What kinds of choices do you think are underused or overrated?

Looking forward to hearing your thoughts and maybe stealing—I mean, being inspired by—some of your ideas 😄

getter77

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Distinctive, Evocative, ideally Unexpected Choices >>>>> Incremental Maths

Feel usurps Balance, nebulous concept that the latter even is.
Brian Emre Jeffears
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ericrobert23

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Great point — bold, distinctive choices really do stick with players more than small, optimal ones. Emotional impact often outweighs perfect balance, especially in roguelikes. Do you think “feel” should guide design more than math?

getter77

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Math somewhat inescapable given the core that is programming, but emphasis on it above all else tempts closer to just messing about on spreadsheets and whatnot.  Outside of projects that lean in Interestingly...like Hydra Slayer and such.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training