Crypt Cleanser
Posts: 732
Joined: Monday, 24th April 2017, 11:46
Proposal for Re-Designing the Hells
The Hells have a clearly defined flavour: an optional extended game branch that forces players to spend a long time in an unpleasant environment before being able to reach the rune and the loot. I read somewhere that it is supposed to be easy to get out, but difficult to get deep. I fully agree with this design philosophy, as it provides an interesting challenge to be overcome for an all-15-rune game. For now, though, I usually decide against going into the Hells, and live with a 11-rune victory, in spite of this theoretically interesting challenge. The problem is that the way this challenge is played out right now is rather uninteresting, and encourages no-brainer choices which totally go against this design philosophy: read a scroll of MM, find the next downstairs, and dive to the branch end as fast a possible. You see reports of people doing this in less than a minute real time. I have seen discussions elsewhere on how this could be remedied, but not much has happened since, also, of course, because the Hells are understandably pretty low on the priority list of the developers.
Outline of a Solution
I guess the seven levels of Hell are a reference to Dante and other traditional ideas about hell in popular culture. Therefore, what I am proposing now might be rejected on grounds that it goes away from such references. My idea is that each hell is exactly two levels deep. The first level is called Gehenna/Cocytus/Dis/Tartarus, and the second level is named after its principal inhabitant: The Realm of Asmodeus/Antaeus/Dispater/Ereshkigal. These Realms will stay exactly as the current 7th level of each hell, in the sense that they are finite and contain exits only to the Vestibule.
The upper levels, though, will be quite different from what they are now. What should stay the same is the set of monsters, the mysterious effects of hell, the flavour and general layout of the level. What changes is that this upper level is infinite, similar to the abyss, in the following ways:
- You see your LOS, but you can only remember the tiles in a 20-tile square around you.
- Tiles that you forget (by walking towards the other side of the screen) are subject to change.
- Unlike in the Abyss, dungeon features on your map (the remembered area) are not subject to change.
- At the beginning, you start on an exit towards the Vestibule.
- No entry-points to the Realm of Foo are available at the outset.
- Whenever you forget the exit to the Vestibule, a new exit is created somewhere on the map (not necessarily in LOS).
- An entry-point to the Realm of Foo is only created after slaying a minimum of 150 monsters, and is generated randomly with the probability increasing with higher slain monster numbers. The entry-point to the Realm of Foo will be generated under the feet of the player. This is quite similar to exit-generation in the Abyss.
- The monster counter is not reset if the player leaves for refreshments in the Vestibule, so repeated returns to the particular hell will contribute towards the generation of an entry-point to the Realm of Foo. Each hell has a separate counter.
- Once an entry-point to the Realm of Foo is created, the monster counter is reset to Zero. This means that if the player does not use the entry-point, but leaves to the Vestibule, s/he will have to start over again. The same is true if s/he enters the Realm, but does not get the rune, and leaves prematurely instead.
Effects of this Proposal
This proposal eliminates the no-brainer diving strategy, but forces the player to be exposed for a significant time to the effects of hell, in this way meeting the above design philosophies of the hells. The infinite nature of the upper level of each hell (without the amount of chaos generated in the Abyss) might also go along with other popular perceptions of hell. The placement of a guaranteed exit to the Vestibule somewhere on the remembered map still makes it relatively easy to leave. The random placement of entry points to the Realm of Foo puts some interesting choices in front of the player, who by that time has probably been significantly weakened by the effects of Hell. He can choose to enter in a weakened state, or to leave for refreshment of stats, to start over again. I believe this would turn the hells from a quick dive or endless grind into a very interesting set of choices to be made by the player, with always an easy way out to safety.
Some Problems
The main problem that comes to my mind right now would be the semi-chaotic nature of the upper level. At least Gehenna and Dis are characterized by some room-like structures, and it would be good to keep that. This means that somehow a way must be found that rooms are forgotten only when the room completely disappears from the remembered area. Other points of discussion might be the number of monsters to be slain before earliest generation of an entry point.