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#41 |
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Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,401
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For me it's the bit about wanting to reduce the randomness to the point where you can almost plan deterministically that clinches it for me. Brogue felt like that when I played it, and I got bored of Brogue in like 2 hours. As soon as someone describes a game to me as "it's like chess", my brain turns off
![]() Playing Sil is like being a viking. You can strive your mightiest and be powerful and hale and all that other good stuff, and most everything is in your power to overcome, but sometimes your opponent has luck on his side and you die. That's exactly what I like about it -- it's a constant reminder that life isn't fair, and there's always the question of "was it really luck that killed me, or could I have done better?" If I could dump the battleground into a CSP solver and determine that "nope, you played optimally", I'd be going to another game at that point ![]() That flavor actually melds quite well with the First Age atmosphere, too -- epic, austere, with many things left to fate, etc. Although maybe now I'm reading too much into it haha |
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#42 | |
Veteran
Join Date: Sep 2010
Posts: 1,246
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![]() I like dying due to bad luck and/or bad tactics, but I like it even more when you have three lives, especially in games longer than Sil. In the old times all platformers and shoot-em-ups were designed like that. Why not roguelikes? Halls of Mist's wound mechanic is designed so that you usually survive the first two times your hits are reduced below 0. |
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#43 | |
Scout
Join Date: Jan 2013
Posts: 25
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![]() Still, I should say that I've lost ADOM characters that I've sunk days into. Heart-breaking losses, but I knew each time in that game that it was my own fault when I die. I hate the idea of dying purely due to randomness - I should be master of my own fate and responsible for my own actions. ![]() |
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#44 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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V is deterministic, so that it's not difficult to estimate the danger of any situations once you know what you're doing. I'm not sure Sil is actually harder in this regard, but it does force you to descend at times when you may not have found optimal gear yet. So even though you might be able to calculate the odds of risky moves and find them not to your liking, you don't have much of a choice in the matter. I'm not sure how I feel about multiple lives. I think it's a much preferable gameplay option than the infinite lives cheat mode available in V (and maybe Sil?). But I'm not sure it's really a good fit for either game. |
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#45 |
Scout
Join Date: Jan 2013
Posts: 25
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I always play with just one life in ToME. Same in other games where death is kinda optional (like PrincessRL). It's just not the same for me without proper permadeath! But I understand the desire of others to not have to repeat so much or play so carefully.
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#46 | |
Veteran
Join Date: Sep 2010
Posts: 1,246
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I can't bring myself to see Angband's choice of slow descend versus diving as a strategic choice. For me it's as much a strategic choice as choosing to pay $5 real life money for getting better equipment for my character. In Angband I'm not paying money, but I'm trading my time and enjoyment for better chances of survival (I enjoy it more when it's genuinely dangerous). That doesn't feel like a strategic choice for me. It's a meta choice, happening outside of the game. (OK, I'm exaggerating a little, some of it is strategic. ![]() |
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#47 | |
Veteran
Join Date: Sep 2010
Posts: 1,246
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But really, lives are just a different kind of hit points. Would this mechanic feel better to you: There are two kinds of hit points, called Life and Stamina. After your Stamina is lowered to zero, attacks start to drain your Life, which does not regenerate at all. Once Life is lowered to zero, you die. Last edited by Mikko Lehtinen; January 31, 2013 at 18:09. |
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#48 | |
Rookie
Join Date: Jan 2013
Posts: 9
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#49 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
But also as Darren says, every player is going to prefer something slightly different. So it's probably best to provide a pure-roguelike option, a multiple-life option and maybe even an infinite-life option. Obviously the shorter the game, the less need there is for extra lives. If the whole game takes an hour, then one life is certainly reasonable even for a very unfair game. |
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#50 | ||
Scout
Join Date: Jan 2013
Posts: 25
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Quote:
There's other ways to toy with near-death experiences. The main thing is keep HP always low (Sil does this well) - most certainly avoid the crazy HP and damage scaling of most *bands. You can go all the way and make a 1 hit point roguelike for the ultimate in tension ![]() Quote:
The wound system could work well. One thing that could really work well is if you had extra powers whilst your Stamina was zero. So the closer you are to death the greater your abilities are, making you feel both strong and fragile. I've got a bit of this in Rogue Rage - at low HP your Rage bar goes up far faster, giving you access to major super-powers. The player ends up teetering on the edge of death a lot, which can be exciting. |
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roguelike radio, self-promotion in post 1, shameless, sil |
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