Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
Monster threat descriptions
1: A tactical minigame -- knowing when to fight, when to run, when to use consumables, how to use terrain and other opponents to win every encounter
2: A strategic development minigame -- deciding on religion, skill training, and weapon and armour enchantment
3: A memory minigame -- knowing what each of the 500+ monsters in Crawl can do including melee damage, ranged damage, and spell sets
(Knowing other things such as dungeon level generation helps, but is really not necessary.)
Of these three, the memory game has a couple problems:
* Unlike tactics and strategy which are roughly the same from the early game on, each time you meet a new monster you must watch for its abilities and memorize them.
* Knowledge bots exist. They enumerate monsters' threats much more completely than they teach tactics or strategy.
So, my thinking is that, for monster descriptions, it would be good design to "go Brogue" and just straight-up say what monsters can do -- in addition to the very useful info we have now. Sigmund's description might say:
- Code:
Sigmund (@)
The elder of a pair of brothers who came for the Orb. No one knows what Sigmund saw in the dungeon to drive him mad, but his shrewd magical tactics and wicked scythe now leave little time for his victims to wonder. Despite his reputation as a vicious murderer, his grandiose and dramatic ways have earned him the admiration of many denizens of the dungeon.
He looks extremely dangerous.
He is about the same speed as you.
He is wielding a scythe of unknown enchantment. An unenchanted scythe in his hands could kill you in 3 hits.
He has a stack of darts. He can throw them to kill you in 4 hits.
He can turn invisible.
He can conjure a puff of flame, which can kill you in 2 hits.
He can conjure a magic dart, which can kill you in 2 hits.
He can attempt to confuse you. His attempt is very likely to succeed.
I know this is making a bunch of hidden information visible. But:
The Philosophy Section wrote:Clarity
Things ought to work in an intuitive way. Crawl definitely is winnable without spoiler access. Concerning important but hidden details (i.e. facts subject to spoilers) our policy is this: the joy of discovering something spoily is nice, once. (And disappears before it can start if you feel you need to read spoilers - a legitimate feeling.) The joy of dealing with ever-changing, unexpected and challenging strategic and tactical situations that arise out of transparent rules, on the other hand, is nice again and again. That said, we believe that qualitative feedback is often better than precise numbers.
In concrete terms, we either spell out a gameplay mechanic explicitly (either in the manual, or by in-game feedback) or leave it to min-maxers if we feel that the naive approach is good enough.
Note that I'm also not advocating that someone does this (huge) amount of work. I'm really trying to start a discussion about the design merits and tradeoffs. So: thoughts?