Saturday, 1st September 2012, 00:50 by dpeg
As Crawl and its devteam grow bigger, I notice a tendency to become more and more cautious. Perhaps this is natural, but one lesson (I thought) we learned from Nethack is that expansion (of game and devteam) should not lead to timid and conservative development. If you say "well, here is an idea, but it might easily be better to do nothing", then you influence players and follow developers.
Yes, the food change backfired but each failure is compensated by many more success stories. Recall galehar's skill system, removal of branches/levels/species/etc., addition of Deep Dwarves; each of these met resistance, not just by players, but also among developers. That is absolutely okay, and in fact to be expected. My point is that the probable existence of negative opinions, and the real chance of failure, should *not* lead to more cautious design and development.
I'll speak about something I am more familiar: almost every god change I announced met opposition, sometimes lots of it. Examples are the existence of an Abyss god, the fact that not all Temple gods find a seat in the Temple, giving pacification to Elyvilon, Ashenzari's curse mini-game and the idea of a fruit god. It is plain to see that I had some awful ideas too, as was realised soon enough (the Zin debacle, Beogh's still not polished permanent followers, and on Cheibriados I am not sure). However, I am confident that Crawl's religion is in a much better state than pre-DCSS: in flavour, gameplay, interface and diversity (among gods, but also compared to other games), so altogether in fun. This would not have been possible with a fearful approach to design!
Going back to curses: Doing nothing is an option, but here we're talking about improvement. That status quo is playable means we can always come back to it.
Removal of curses hurts Ashenzari -- some might be not concerned or happy about this; I think it would be sad. Both evilmike's and my proposal try to turn Remove Curse scrolls into a more valuable commodity. As explained by evilmike on the wiki page, this has to be accompanied by modifications that actually make curses *interesting*, and 3 and 4 try to achieve that in different ways.
I believe that the game gets more interesting if it offers choices. This has worked well in a number of cases I was involved with (Lugonu as a new option to leave the Abyss; timed portal vaults as an incentive to explore quickly; bazaars to perhaps spend gold on things you otherwise wouldn't buy, there are more). In hindsight, the food approach may have failed because eating is an extremely frequent activity, hence not suited for choices of this type. Knowing that, it's easy to avoid that trap with curses -- proposals 3 and 4 assume that curses are rarer than now (and curse chance is a know to twiddle).