bel wrote:What is the purpose of the early game? It's not clear to me that there are some sort of general principles.
I mean...
- Code:
Major design goals
* challenging and random gameplay, with skill making a real difference
* meaningful decisions (no no-brainers)
* avoidance of grinding (no scumming)
* gameplay supporting painless interface and newbie support
Minor design goals
* clarity (playability without need for spoilers)
* internal consistency
* replayability (using branches, species, playing styles and gods)
* proper use of out of depth monsters
bel wrote:- Weaker versions of threats you'll encounter later in the game.
- Teaching you about skilling, threat assessment etc.
- Choosing a God.
- Determine your initial playstyle. Basically due to sunk costs and starting items.
- Gain items and experience for later.
Like, these are all true, but I think your list is missing a pretty big item, namely "challenge the player and get them to make interesting and meaningful decisions". The early game's not supposed to be a tutorial, it's supposed to be a challenging and fun part of the actual game.
bel wrote:Things like adders, which can randomly kill you. Orc priests are another such monster. Monsters with elec or venom short blades are bad too, but usually they can be avoided.
I agree that adders (and some other monsters) have a noticeable chance of causing deaths that aren't reasonably avoidable, but I disagree with putting orc priests in this category. This probably sounds like a nitpick, but I think it's pretty important. They aren't fast and they're not a common sight on d:1.
bel wrote:Few or no consumables, so few options. Low XL, HP and MP are obviously given.
I don't think this is a bad thing about the early game at all. I think having consumables available makes the game less interesting, not more. Suppose you wake up a centaur, and may not be able to kill it before it kills you. Without consumables, you need to decide whether you're more likely to survive by fighting the centaur in melee, or running up the stairs (or behind another monster) and taking some arrows. Making the right choice here could mean the difference between dying and not dying.
With identified consumables, you're not going to choose either of those options, because you're not stupid: you have consumables that virtually guarantee not dying. Instead you decide whether you want to definitely lose a potion of might, or possibly lose a potion of heal wounds. The stakes are low and the consequences probably won't matter. The decision isn't nearly as meaningful. If you have a scroll of blinking, pretty much the only threats to your character are one-shots and forgetting to use your scroll of blinking, neither one of which are satisfying ways to die.
bel wrote:- You are pretty much forced to skill in a certain way because you have to survive. There's very little margin for error or experimentation.
- There are lots of different kinds of monsters in the early game. Is the player supposed to die to every monster to see how they work?
- Early game monsters have very high EV. This is because their AC has to be low, since the player does so little damage. But this makes for very swingy combat.
These are definitely important weaknesses in the early game. I have to point out that the rest of the game suffers from having too many monsters even more, though, and learning what things do by dying to them on Dungeon:2 is a lot faster than learning what they do by dying to them on Depths:2. (yeah Zot definitely needs 48 different draconian monsters)
I don't agree that the early game is too hard. There's a large set of characters that almost any spoiled player can stomp the early game with: most Bes, Ces, DDs, Trs, and a bunch of more specific species/background combos like HOFi. Almost all the remaining combos can consistently win if played well. I think if the game were easier to
learn - i.e. simpler and better mechanics, better tutorials - the difficulty of the early game wouldn't pose an approachability problem.
Perhaps something in the vein of chess puzzles would be useful for Crawl? There's already Sprint for mostly unrandomized dungeons, but the Sprints aren't built to be instructive by any stretch of the imagination. It's a sexy pipe dream that anyone would want to devote the time to actually implementing that, though.
I definitely wouldn't want Crawl's early game to play like the rest of it. In the rest of the game practically all of the deaths are due to impatience/laziness (not stopping for the few dangerous monsters, because there are so many monsters), or straight-up not being informed ("I didn't know hydra simulacra could do 150 damage", "I didn't know infernal demonspawn had AF_FIRE", "Oh, draconian knights have a spell that actually does damage", etc.). Whereas even the best players often have early-game deaths that they can trace back to deliberate decisions that they made.