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#31 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,109
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I'm pretty much going to agree wit the above.
As an aside interesting rooms change the balance for phase. Not sure it's good or bad, just different? Probably better as you have more variation. Blockier dungeons tend to have the corridors closer to the rooms. It's quite noticable in any variants that still have the older style levels. Long LOSs are also rarer. |
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#32 | |
Knight
Join Date: Sep 2013
Posts: 526
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Quote:
The problem, therefore, with Eddie's suggestion is that you reduce the options in the meta-narrative and only deal with the options within the game. Eddie's meta-narrative wasn't trying to beat the game but beat the game faster than anyone else. If you were to simplify the options presented to the player then you are locking them into an easier version of Phillip's meta-narrative. My contention then is that presenting the player with a bewildering selection of methods and having them learn which is better overall by progressively attempting and discarding theories as more data becomes available. If you limit the options to a handful of pre-selected optimal choices then you're changing the fundamental nature of the game to something different. It's no longer about learning the game but rather about mechanically progressing through each game. |
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#33 | |
Knight
Join Date: Sep 2013
Posts: 526
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Quote:
The rules are simple. Show respect, especially to the person who is putting their valuable time and effort into maintaining and developing the game for that community. If you don't like the direction of the game, grab yourself a copy of the code and go make your own game. You show yourself unable to follow the rules of this community and you should leave until such time as you are able to. |
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#34 | |
Swordsman
Join Date: Mar 2016
Posts: 303
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Quote:
I am also more broadly concerned about the "meta-narrative" description; I don't think it is altogether wrong, but I do think it is a strong argument against games that take a long time to finish, and I feel people who gain pleasure from the meta narrative would be better served by a game in which the challenge is much tougher but the game is sooner over. For me there are a couple of additional things to throw into the mix: the fun of survival in increasingly challenging circumstances, and the old gambling lootbox. My suspicion is that one of the things that puts many people off Sil is the perception that the loot isn't very exciting, and that Angband and its more faithful derivatives provide more enticing discoveries. Last edited by Quirk; September 12, 2018 at 10:02. |
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#35 |
Knight
Join Date: Sep 2013
Posts: 526
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I don't, overall, disagree with what you are saying but I don't think your label is correct. Is clearing levels a newbie trap? It's certainly sub-optimal but it is still a winning strategy (if just).
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#36 | |
Prophet
Join Date: Dec 2009
Posts: 8,946
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Quote:
Newbie traps are things that look useful but aren't, or which require a long-term commitment from the player but don't pay off over that long term. I think Angband is actually relatively low on newbie traps. It has ineffective items, sure, but once you learn they're ineffective you stop using them. Angband doesn't have the problem that, say, Diablo II had, where you'd spend skill points (a strictly finite resource) on crap skills and, much later, find your character too weak to proceed. About the worst we can do is trick players into using equipment that isn't as good as it seems to be because the game mechanics are opaque. E.g. Rings of Protection are routinely over-valued by newbies because it's not clear how useful AC is. |
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#37 | |
Adept
Join Date: Jul 2009
Posts: 164
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#38 | |
Swordsman
Join Date: Mar 2016
Posts: 303
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Quote:
More deeply unintuitive however is an endgame that is based strongly round detection and Teleport Other, a mechanic with no basis in the purported source material and little connection to the RPG tropes people are otherwise familiar with. I'm short on time to expand on this, but I think it would be very difficult to start designing a new game today and intend to end up with Angband. And yet, Angband has elements that work; I just don't think they're the bits most game designers would throw away, I think these bits are thrown away for good reasons. |
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#39 | |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,109
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Quote:
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#40 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,420
Donated: $40
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Yes, TO and detection are why I say it is a game of economics, more than one of tactical play. As it happens, I kind of like having a game of economics available as an alternative.
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