tabstorm wrote:dpeg wrote:I'll point to Brogue (for lack of having played Rogue) as a completely linear game; there are no branches at all, just one dungeon. The inability to branch away from threats creates a lot of tension and excitement. Granted, Brogue is shorter than Crawl, but it is not *that* short.
I think the tension in Brogue has more to do with
1. No experience (most important)
2. More monsters that are unkillable for many players on first encounter and must be avoided
3. 1 staircase per level
4. Relatively tight food clock preventing e.g. kite every monster back to the paralysis trap and throw a dart
Than the length of the game. For me, a win in both games takes around 2-3 hours, except Crawl is mostly mindless whereas Brogue is mostly trying to remember to hit 's' often enough and hoping I get items that will lead to a winnable game. I don't think Brogue's tactics are super-deep, honestly. Most monsters seem to fall into "easy" or "unkillable" with little in-between. I think enchant strategy (don't enchant items that are bad, most items are bad) is much more important.
This is a bit on the sideline, but I want to dispute your 1., because you put "most important" next to it. In my opinion, Brogue had the same amount of tension back when there was experience. (No xp improved the game a lot, no question, but it didn't ramp up tension -- in fact, it made it obvious and easier to not-kill monsters, thus enabling more builds.) Agree with the others.
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Bart wrote:I expect that most of the time we won't notice the change at all - correct me if I'm wrong, but I presume that most visits to a lair-branch end with getting a rune without leaving.
It would be interesting to get numbers on this. Can Sequell do that?
The remaining cases have a good chance to transform into unavoidable deaths for a dubious benefit of creating interesting situations.
You are a better player than I am, but are you sure that forcing you to do Swamp, say, in a single run will do that? (I stated my objections to lobster-lock elsewhere; this is only about your opinion.) Take into account that players will play with the new rule in mind. That includes, possibly cumbersome, very conscientious inventory packing and trying to eke out as much as easy xp into their crucial skills as they can. So it might lead to some none-fun before a more interesting branch run, but I don't believe it will lead to many unavoidable deaths.
I am afraid that people with limited play experience cannot easily tell a difference between unavoidable death and death by stupidity, but believe me - the former is seriously discouraging from playing again. It is hard to justify unpreventable death as a part of "good design" the later it happens and mid-game is late enough to say "fuck it, I won't keep up with this bullshit".
There are the (even if hyperbolic) cliches "won after Lair" and "Crawl 100% streakable". I wouldn't know that the first rune is the ideal place to address these, but if we want to do it, then we have to accept some deaths, right?
I wrote the paragraph about "the possibility of unavoidable deaths in computer games" in the Crawl manual philosophy section. And I still stand by it. From what you write: do you disagree with the statement outright, which means that five years of reasonably winnable Crawl have led to good players expecting that as a feature (which makes sense)?
Increasing the number of dangerous situations by disallowing escaping is a dangerous tendency. It stands against principles of non-linearity and freedom of choice. Eventually, I am afraid that while the impact of reverse rune lock would be small, it could be another step (after vaults runelock) on a way to transform Crawl into something ugly and uninteresting. If someone is convinced to enter the vaults before lair branches, he is more likely to meet more challenging and thrilling situations than if he follows the usual route. The fact that lair branches become trivial at lvl 20+ might be actually perceived as a reward for more risky behavior beforehand.
I don't understand the principles. It should be clear that if any games hands out too many escaping devices (whether they're items or branches or god powers etc.), the challenge goes out of the window. So there should be some balance, where players can make mistakes by both under- and over-using escaping.
A carrot at the end of branch - whatever the carrot would be - seems a much better idea than a stick, although I know that balancing a carrot would require significant amount of work. (By the way, I like how Elven halls are a nice carrot - they combine high risk with potentially great rewards.) Another approach (more acceptable than locks) would be to severely limit item spawn in places with too low danger level, although it's probably even more difficult, especially that items would have to be generated on tile-discover, not by entering level.
I am also really curious whether an approach with portal-like branches wouldn't be the most elegant and simple solution. Was such an option seriously evaluated? What would be the main disadvantages?
When we started doing the portal vaults seriously, I had the feeling that a whole game could be designed on that idea (lots of content only accessible through timed, one-off portal vaults). But no, that was never discussed: I guess everyone who had the idea thought it'd be a too radical departure for Crawl. It'd be very interesting to see this in a fork.
Thanks for bringing up Elf. I've been asking for working carrots for a long time. And indeed, for my games, it is: I quite often do Elf because I think the danger is controllable and I really want the loot/xp before going elsewhere.