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#1 |
Swordsman
Join Date: May 2008
Posts: 473
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The case for simplicity
Something that has bothered me in the past with Angband is the number of special cases. I like the idea of a simple core set of rules and then the emergent gameplay that comes from that.
For example unique monsters can't be slept or slowed. Why not? Uniques are just monsters that are different enough to have their own name. Why create a whole new rule set for them? Similarly artifacts are just items that are interesting enough to be named. So they really don't need millions of special cases from enchanting to rules on whether monsters can pick them up or not. For some reason it is considered a disaster for an artifact to be generated and the player is unable to get at it (monster picks it up who you can't handle, it gets destroyed by an earthquake etc.), but it is fine for that artifact never to be generated at all. In another thread someone mentions that monsters shouldn't be able to pick up artifacts because it is abusable (by getting luring a weaker monster such as a dread out of a vault.), but to me this is the sort of emergent gameplay that makes Angband interesting and fun. Removing all possible interesting gameplay choices that the rules create by adding hundreds of special cases is the wrong way to go in my opinion. You can't teleport into vaults which bothers me. So phase door which is one of the most important mechanics of the game suddenly doesn't work for no good reason. If the player wants to risk phasing into a vault then that's up to him. Anyway this is a bit of a ramble, but the basic point is that if the rules are designed well enough then you don't need hundreds of special cases. Sure sometimes a special case is needed, but I think this should be a last resort rather than the default option. |
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#2 |
Angband Devteam member
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Great minds think alike. I've been trying to remove special-case code from V for a couple of years now, often with unpopular results (because the natural discomfort of change is stronger than the appreciation of the absence of special cases). I'll be going a lot further in v4, but this will change quite a few things.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#3 |
Knight
Join Date: Aug 2009
Posts: 670
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And why warriors cannot cast spells ? They have low int, that is enough penalty. Same with mages not having 6 blows.
Seriously, any case is a special one, rules are only introduced to simplify code. |
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#4 | |
Angband Devteam member
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Quote:
I don't think the OP's point was about code, I think it was about logic/coherence and avoiding things that seem arbitrary and lacking in those things. We ought to decide how we want the game world to work, and code it accordingly. If our design is good, that should include very few special cases.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#5 | |
Swordsman
Join Date: May 2008
Posts: 473
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Quote:
Like er..on the other thread where there is a discussion about how monsters have different rules on whether to pick up an artifact and how uniques get a special bonus to this chance. And artifact spellbooks are known from a distance unlike every other artifact (or object) in the game. |
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#6 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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The Phial suffers from this too as the artifact version is the only version. True, it's unnamed when seen from a distance and until ID-d, but when you see a Phial from across the dungeon, you know what you've got. Maybe introduce a base item of the same type and make it very rare (and very useless).
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#7 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I know this is missing your forest for a specific tree, but this actually isn't true. Uniques are not automatically immune to these; back when Slow Monster was stackable for a brief while, I had a character using a wand of Slow Monster on every unique he encountered (up through around 1000' or so?) to great effect. Eventually the monster's saving throw gets high enough and/or the monster is explicitly coded to be immune that it's not worth it any more, but at least for the early game Slow Monster can in fact work.
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#8 | |
Angband Devteam member
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(1) Make the artifact spellbooks appear as normal "Book of Magic Spells" / "Holy Book of Prayers" until they're picked up. (2) Make the light sources appear as normal lanterns (or create some other generic "glowing stone" light source?) until they're picked up. Do people think that kind of simplicity/consistency is desirable?
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#9 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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It doesn't bug me that the Phial, Star, and Arkenstone are obvious as soon as you get them. They're nice "Oh, neat!" moments, and the fact that you can recognize them when you see them isn't a huge deal, especially now that we have fuzzy object detection.
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#10 | |
Veteran
Join Date: Jun 2007
Posts: 1,393
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For noobs it's a "what's a Phial?" moment, for experienced players it's "ah, cool, at least that's sorted" moment. |
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