Why food will never be removed


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Temple Termagant

Posts: 13

Joined: Saturday, 21st November 2015, 16:36

Post Tuesday, 24th November 2015, 18:08

Why food will never be removed

Well you see stone soup is a kind of food because you eat soup you don't drink it since you use a spoon.

You can't remove the stone soup because then it would only be dungeon crawl and that would be like

a forest without a tree
a house without rooms
a fish out of water

it's just not going to work

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duvessa, dynast

Snake Sneak

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Joined: Wednesday, 28th May 2014, 17:13

Location: California

Post Tuesday, 24th November 2015, 18:11

Re: Why food will never be removed

I just checked my character's inventory, and he doesn't have a spoon. So your argument must be incorrect.

Spider Stomper

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Joined: Wednesday, 12th January 2011, 15:07

Post Tuesday, 24th November 2015, 18:14

Re: Why food will never be removed

Dungeon crawl: Stone smoothie

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Mines Malingerer

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Joined: Wednesday, 29th July 2015, 17:02

Post Tuesday, 24th November 2015, 18:17

Re: Why food will never be removed

I use a fork.
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Pandemonium Purger

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Post Tuesday, 24th November 2015, 18:18

Re: Why food will never be removed

There's more than one way to consume a soup.
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Ziggurat Zagger

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Post Wednesday, 25th November 2015, 00:13

Re: Why food will never be removed

That is more intense eye contact than I am comfortable with.
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Tomb Titivator

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Post Wednesday, 25th November 2015, 01:03

Re: Why food will never be removed

Pollen_Golem wrote:There's more than one way to consume a soup.
thats an ancient yoga technique to clean sinuses, called jala neti, it is not way to eat a soup :)
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Shoals Surfer

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Post Wednesday, 25th November 2015, 07:54

Re: Why food will never be removed

The proverbial stone soup was made possible only because of an initial ingredient that served no role by itself. Food plays this role in DCSS. Just as there would be no stone soup without that initial stone, there would be no DCSS without food.

People who claim that food is "pointless and should be removed" are missing the point, food is in fact the most fundamental element in Crawl's game design. By serving no purpose, it allows other design elements to serve their purpose.

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