minmay wrote:I did not at any point in this thread state that the increase in the total number of monsters was bad.*
So you mean that feature creep isn't bad? Oh no, you mean that you haven't stated, you just implied it. And you think it but deny stating it for some reason. Don't answer that, I don't actually care
In fact I initially considered comparing it to the increase in the number of different items - not as trivial to count, but I suspect it is single-digit and possibly even negative. Is "variety" in monsters better than "variety" in items?
Well, I think the design space for items is smaller. They have fewer properties, it's hard to come up with interesting new items. The only significant one I can think of is pearl dragon armour. On the other hand, there have been much more changes in spells and gods.
And monsters is the meat of the game, the main interaction, you fight them constantly. Adding monsters is adding content. We have consistently cut levels from the game while adding and diversifying monsters. I think the playing experience is now more dense than it used to be. You could say that the game is still too big and that we should have cut more levels and not add any monsters. There are certainly players who think so, one even forked crawl light in that spirit.
Crawl is a big game, and I like it that way. It still need a few more cuts (crypt and blade) but I think we're getting close.
And to answer more directly, there hasn't been a global brainstorming about monster additions, but I think most new monsters were added where content was needed. People have complained for a long time about the lack of differentiation between Vaults and the main dungeon, and now we have new vault guards. Abyss got 2 level generators, but what it was really needing is new monsters. Lair was lacking in monsters with special and ranged attacks when catoblepas was added.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...