Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Re: How would you make Crawl harder, in a fun way?
lethediver wrote:Dpeg: most of the un-fun things about crawl would be less un-fun if players dont have to do them over... And over... And over... Shortening the game will be good, in particular shortening the length of time the player spends dealing with any given set of surroundings, monsters, obstacles... Pacing is important in video games, particularly the speed with which a player is exposed to thematic+strategic novelty. Too fast is confusing, too slow is monotous. You want the player to feel like they hit a stride, then change things up before they can fully veg out and go autopilot.
8 level floors like lair are the straight opposite of this idea. The only reason players dont HATE lair is because you reach it when the game is still modestly difficult, there are still significant char building decisions to make, lack of consumables, plus the fact that lair is really well designed compared to some other branches (zot and pan with their ridiculous packs of same-y monsters none of which require significant strategy or thought to deal with)
Yes, I understand you want more, and faster, cuts. But the game is being shortened, for almost every release since 0.5. Here's the list:
- Code:
0.5 Hive cut from 4 to 2 levels
0.6 Lair cut from 10 to 8 levels
0.8 Elf cut from 7 to 5 levels
0.10 remove Hive
0.11 Elf cut from 5 to 3 levels
0.12 Vaults cut from 8 to 5 levels
0.14 Dungeon of 27 levels shortened to 14 levels of Dungeon followed by 5 levels of Depths
0.15 Crypt cut from 5 to 3 levels
0.17 Shoals, Snake, Spider, Swamp cut from 5 to 4 levels each
0.18 Orc cut from 4 to 2 levels
0.19 Lair cut from 8 to 6 levels, Slime cut from 6 to 5 levels
- For this message the author dpeg has received thanks: 2
- Arrhythmia, chequers