WARNING: Long. Set aside some time, or skip. TL;DR: a whole lot of ideas
and theory for tweaking difficulty, giving the player some sort of finite
get out of jail free card resource or other free pass against a certain
amount of bad luck, and ways to discourage or prevent grinding without
*completely* preventing the player getting at least a *bit* more powerful
for an obstacle they're having trouble passing. Some of the ideas are ones
I've never seen implemented anywhere. Much of it's tangential to the
death-issue or assumes permadeath, but some, especially near the start and
end, tries to balance setback-death.
If there's any capsule summary, it's that if resources are finite, bad luck
can cause "screwed by the RNG", but adding one more finite resource that's
unbalancingly strong in any single encounter but unreplenishable gives the
player a way out of such situations that they'd otherwise prefer to reserve
until later in the game than squander. Adding more "width" to the dungeon
allows grinding to overlevel or overequip, but this can be limited or even
made a finite resource (e.g. through consumable, rare reset-level scrolls
the player starts with a few of).
Alternatively, if a specific resource being squandered over the course of a
game tends to be how one gets screwed (especially, screwed in a way that
setback-death would leave you still screwed and forced to restart from
scratch anyway), it can be made impossible to take from level to level and
the game balanced so there's enough on each level, normally, and it can be
managed on a per-level basis. That fixes setback-death for that sort of
screwage.
On Sat, 5 Jan 2013 16:37:00 -0800 (PST),
oot...@hot.ee wrote:
> Dangers that I see are that it may suggest players to suicide on case of
> getting some more permanent disability like injury, hard disease or
> bad mutation instead of trying the challenge to live with it.
It may be worth considering whether such permanent bad statuses should even
exist to begin with. (As opposed to tradeoffs, where the player's choices
can result in two or more mutually exclusive outcomes, each with a good
side and a bad side, say. Choosing a god, in games with such a mechanic,
comes to mind.)
> Also it may provide way to bypass that early identification minigame
> (try all that stuff, take notes, suicide). Features that player will ignore
> or bypass are not worth implementing then.
Ah, but that one's simple: lose knowledge of everything learned in the way
of item flavors etc. since the last checkpoint, and then reshuffle all the
non-learned flavors. So if you learn green potion is fire resistance at
level 2, purple potion is haste at level 5, and yellow potion is nasty
poison at level 6, then kill yourself, you may wind up at level 4 with
green still fire resistance but purple not necessarily haste and yellow not
necessarily nasty poison. As if it was a quantum thing and you'd
un-observed it by going back in time to before you'd seen it.
Alternatively, the setback in the earliest part of the game can be "start
over" and later on you'll have invested too much in the character to want
to be set back a large number of levels.
An under-the-hood way to implement something like this would be to have the
savefile contain next-level autosave states for the last few levels, plus
the manual save. Dying reloads the appropriate autosave and discards
everything later, then reshuffles unknown flavors. You lose items and
equipment acquired since the point you're sent back to, as well as
experience gained, etc.
> If 'special' means more dangerous then yes, you can try to make a game that
> adapts to player's skill. However permanent death (if early game is simpler)
> serves that purpose too. If early game has just different challenges (that the
> player may have already mastered), then permadeath might waste his time.
I'd say that the condition for permadeath to be appropriate is that either
a) The whole game is fairly short, if the player doesn't do a lot of
grinding, and there isn't much mileage in doing a lot of grinding
early; or
b) The game has so *much* variability that the early game is fresh
and interesting even 100 times in rapid succession. That will
mean a lot more than just random mazes and a chance of out-of-depth
items and monsters, clearly.
One possibility that comes to mind is to categorize items into
various groups and monsters into various groups, and also chunk them
farther by levels (e.g. 1-3, 4-8, 9-12...), and in each
category-level chunk make some of the items (resp. monsters)
unavailable, rare, ten levels (or more) deeper, not generatable near
the starting town (if there's geography) so "foreign and exotic", or
some such, and not available in (starting town) shops (if
applicable).
If this is balanced, having, say, only any 3 of the 5 lowest-level
healing-type items easily available in a particular game would not
make the game too hard but might sometimes require different
strategies. Each playthrough encounters somewhat different mixtures
of monsters, too, and perhaps even randomly-selectable dungeon
features (particular sorts of rooms, vaults, etc.) which may result
in good and bad sides (no early poisoners! Yay! But no early dwarf
mages either, which have glass jaws and often drap wands. Damn!) but
not game-breakingly or show-stoppingly so. Ideally, the game would
truly be quite different every time.
Probably, if the player travels far enough or gets deep enough they
should still eventually be able to find everything. Unique items and
monsters might particularly be exempted (either altogether, or else
from being possibly *never* available in that game even if other
things are, moving them deeper or making them rarer instead).
Obviously, any plot-necessary items should be present (unless
there's several alternative plot resolutions, where one must only
avoid foreclosing on *all* possible paths to player victory, or else
there is no plot, just "get to the bottom" or "live as long as
possible and get as much loot as possible"; even a bare-bones plot
of "kill specific monster X", e.g. Angband's Morgoth, requires
monster X not be suppressed from being able to be generated).
Something that can stir the above up even more would be to pick a
small number of random items, monsters, and anything else generated
similarly to make "commonly encountered out of depth": make it
shallower and/or less rare. Caution would be needed here that it's
not going to result in a game-breaker (ammo of one-shot-murderize-
everything abundant at level 1) or a show-stopper (monster of
instantly-sense-teleport-to-and-cinderize-level-1-player abundant at
level 1). Generally that means either very strong weapons, or
monsters requiring either a large HP pool or specific defenses to
survive encountering and that aren't easy to just dodge or get the
defenses to at low levels. Not making them able to be *too* out
of depth (so a very limited number of things from up to 4 levels
deeper might be moved up to a given level, but not from 10, let alone
40, perhaps relaxing this later, or using a proportionality rule,
such as no more than min(4, level/3) deeper) would be indicated, as
might disabling this possibility for some specific things
(absolutely no dragons moved shallower than level 15, because fire
protection gear doesn't become abundant until level 13; no weapons
with the quintuple damage vs. dragons flag moved shallower than
level 20, because dragons should pose a challenge for a *few*
levels; getting either early should always require genuine luck,
good or bad, from the RNG at the time, rather than being in an
RNG-blessed (or cursed) entire playthrough).
Actually, the only alternative to the above that I can see working
to make replayed levels sufficiently interesting in a longish game
is if the game naturally generates such a sheer variety of *tactical*
situations that some very interesting and novel ones are bound to
occur in every game. That's probably possible but probably a *lot*
harder to design in intentionally, especially if you want it to
emerge from a small, simple, and orthogonal set of game mechanic
rules that would be friendly for humans to learn quickly, rather
than a giant, special-case-ridden, difficult-to-memorize, principle-
of-least-astonishment-violating, baroque mess of rules amounting to
the gameplay equivalent of spaghetti code, also known as Nethack. ;)
> Even without permanent death we still should aim to make the game
> winnable without dying once and such victory should be is rewarded
> somehow. Bigger score certainly but I think about unlocking some
> content, can be some harder side-quests or challenging races/classes
> or just cosmetics like special awards/titles or things like that.
"New Game +" and "achievements" are the most obvious things to spring to
mind. More meaningful if the game has a social-networking component (so, is
hosted on a server, with everyone's achievements and high scores public,
and of course, because it's on a server, short of black-hat hacking or
being the sysadmin you can't cheat).
> Depends. I imagine exiting rogue-like as such that there should be majority
> of encounters where it is possible to decide if to avoid or if to escape or if to
> fight a battle. The tactical situation should be also possible to engineer, to
> improve the odds and to optimize costs.
The ones I've seen seem to divide starkly into two categories in that
regard. Some don't make it easy to pick your battles and terrain until the
late game (Nethack, Adom, Dungeon Crawl) and some may arguably make that
*too* easy after level 1 or 2 or so (pretty much all the Moria/Angband
descendants).
Controlling the circumstances (and fact) of battle should probably be hard
if:
* The game is short enough that restarting after bad luck is fine.
* The game is varied enough that same, and has no plot, just get as
deep/as rich/etc. as you can
* The game lacks permadeath, so you won't *be* restarting entirely
* The specific battle in question should be survivable, if not
winnable, absent *extraordinary* bad luck or pretty shoddy
preparedness. So, unless the character is very under-leveled or
underequipped or lacks several fairly commonplace consumables
entirely it should be survivable, perhaps at the cost of some
hit points and dignity.
The fourth option can be made generic if:
* Most monsters can't do a large fraction of a normally-leveled-
and-equipped encountering player's max HP in one shot.
* The few that can are mostly easily spotted and evaded or fought
under player-favorable conditions, as the player sees fit.
* The few *remaining* are unique "boss" monsters or otherwise rare,
endgame-deep, or so shallow that starting over isn't much of a
bother when you're still not over-leveled enough to curbstomp
them without breaking a sweat. (To sum these three up: MMAS,
Most Monsters Are Survivable.)
* Curative and status-restorative items are readily available
enough that it takes bad luck to run out of them and die by
attrition across multiple encounters, unless you're out of
your depth. (To sum up: ETH, Easy To Heal.)
* Retreating after finding yourself out of your depth is generally
possible and not too difficult, and you can get better equipped
or leveled before retrying that area. (To sum up: ETLG, Easy To
Level Grind.)
Oddly, I find that the roguelikes that violate MMAA (Most Monsters Are
Avoidable) violate ETH and/or ETLG as well, resulting in a lot of deaths by
attrition (Crawl, especially), and the ones that don't, derive all their
difficulty from violating MMAS (the Angband variants: MMAA, ETH, and ETLG,
but nearly everything later in the game can kill you in one or two hits if
you lack proper defenses, can kill you in a few hits if you don't kill it
first or heal occasionally in battle, and a few just shouldn't be tangled
with at all -- you should never fight a deep Angband monster without
getting it alone, having full HP at the start, and resisting everything
resistable that it can throw at you, including having 100% protection from
every crippling status ailment).
MMAA makes for a highly tactical game (which the Angband family tree is
particularly known for). The alternative combination of MMAS, ETH, and ETLG
deserves a superior roguelike than the ones I've seen thus far, IMO.
MMAS: That's not the one that's a problem, for the most part. Just have a
normally-leveled-and-equipped player need 10-12 hits or very bad luck with
monster criticals or status ailments to be killed by them, or to have been
mobbed without the chance to retreat into a bottleneck. Make cleared areas
of a level stay cleared or become at worst sparsely populated by weak
enemies, so the line of retreat generally won't be blocked, either to a
bottleneck or right off the level and back upstairs as the case may be.
Make being slaughtered with ranged damage or by faster opponents while
trying to flee on foot also rare or otherwise generally avoidable -- e.g.
most in-depth monsters aren't faster than the player, ranged attacks mostly
have damage and/or hit-rate falloff with distance and ranged attackers have
to stop moving to shoot so a player with a shield is soon five or six
squares from a ranged attacker and taking minimal damage, ranged attacks
that are deadly throughout their theoretical range (lightning bolt, say)
are short-range, can't be cast frequently, or etc. (give monsters limited
MP for example), and of course twisty turny passages are common to once the
player gets a sufficient lead from the caster stopping to cast spells now
and again the terrain obstructs the attacks anyway.
ETH: Regen and low monster replacement rate suffice, but with tedium. The
up stairs might be in a room with a healing spring and no monsters, so the
player can never arrive on a new level into an unwinnable situation, and
can retreat to heal (or flee the level) at nearly any time unless
outflanked and cut off, but is encouraged to explore and fight on. Deaths
should result from a player mistake (fighting past when one should have
gone back and healed) or ignorance (next time, have fire resistance before
going into the Ruby Mines -- there be dragons). Alternatively, healing
potions are commonplace.
ETLG: Persistent levels are the usual way that non-Angband-family
roguelikes violate this, resulting in little level-grinding and next-to-no
equipment-grinding possible if you reach a level underleveled or
underequipped for what you encounter there. Worse, permalevels means that
what you encounter there, if out of depth, can't be reset by leaving and
reentering, either, so you can be screwed easily by the RNG. (Dungeon Crawl
is particularly notorious for this,
but even somewhat violates MMAS even without taking OOD baddies plus
permalevels into consideration.)
Grinding deserves a few paragraphs all by itself. If the game is at all
long AND has a victory-condition rather than being a "get as far as you
can" game, it *should* generally be possible so that you can meet a
challenge. Permalevels, while inhibiting grinding by simply regenerating
earlier levels, actually almost *demand* grinding be possible anyway,
because you can otherwise be blocked by a permalevel generated with an OOD
baddie that's beyond your ability to kill or sidestep if you don't become
over-leveled or over-equipped.
* Nonpermalevels without ironman makes grinding automatically easy:
revisit older levels and repeatedly fight and loot on them. This can
produce tedium, but if the game is well-balanced and either MMAA or
MMAS it also makes grinding unnecessary for the most part, as you can
just regenerate the *current* level if it has monsters on it you
can't handle without overleveling. The problem then becomes the
temptation to grind anyway and cheese by being overleveled for the
whole game. Angband is prone to this, and it's probably why there are
actually successful AI players of Angband. Notably, the AI players are
notorious for grinding so much that a human player would be taking
*years* at a single game, playing 24/7, if doing the same thing.
Removing grinding temptation can be done by balancing the game,
keeping the ability to regenerate the current level, and forcing
a partial ironman: you can only be at either the deepest level you've
been or the second deepest; go up and you get a level with no up
stairs and go down and you get a level with up and down stairs. Now
you can regenerate the current level or even grind a little, but not
grind at a much easier level than you've been to. This can be
augmented by a growing chance to not generate up stairs on successive
visits to the same deepest-level-you've-been-so-far. Another option
is downstairs and "sidestairs" only, with the latter giving a new
level at the current depth. You can't get shallower (difficultywise)
but each level is in some sense infinite so you can avoid being
blocked by OOD baddies.
Another antigrinding method could be to limit total monster and
equipment generation at a given depth. Revisiting a given level
enough times results in emptier and emptier levels after a while. The
game should be balanced for visiting each level once but exploring it
fairly thoroughly, allowing a bit of grinding, but not rewarding too
much grinding. A variant: each level has a depletable pool of "monster
points" and "item points". Generating a level produces monsters and
items based on the values for that level, *without* reducing those
values. *Killing* a (non-summoned-or-etc.) monster on that level
depletes it one monster point; *identifying* a floor-generated
item on that level depletes it one item point. If you're forced to
flee a nearly-unexplored level (incl. via "sidestairs") by OOD
monster, breeder explosion, etc. you haven't depleted these much and
can still get your game-balance's worth out of that depth, before
descending farther. If you try to grind on that level, though, you
quickly run out of new monsters and items and your XP and equips
plateau and you must descend to get more.
* Permalevels.
Permalevels present their own challenge in this area. The main issues
are:
ULE -- under leveled or equipped, due to poor RNG luck with items and
monsters in earlier levels.
OOD -- out-of-depth baddie makes the next level impassable without
grinding.
Possible solution 1: Infinite, tree-like dungeon, with one upstair and
at least two downstairs on most or all levels.
Grinding is possible by backtracking and exploring a new branch.
Grinding is discouraged past a certain point as unexplored parts of
the tree that aren't deeper than you've been get to requiring more
and more travel through empty, cleared level to reach.
ULE can thus be avoided, but overleveling is somewhat discouraged,
and can be prevented past a certain point by additionally using the
"monster points" and "item points" from above.
OOD can be avoided by simply routing around the obstacle. Go back up
and take the *other* downstair on that level. If blocked there, too,
go up *twice* and take the unexplored downstair on *that* level, and
so forth.
An implementation downside is that the player can force the savefile
to get very large without going very deep. On a game server this
might even qualify as a denial of service security vulnerability,
allowing a black hat to register an account, start a game, and
exhaust the server's disk space exploring every path systematically
in a breadth-first search for all down stairs, possibly abetted by a
bot client. Server-hosted games will probably want finite and/or
non-persistent dungeons, and a limited number of simultaneous
savefiles per user or else the need to solve a captcha to create a
new savefile.
Possible solution 2: Linear dungeon plus finite, short side-branches.
Side-branches don't let you progress, so OOD on the main line is a
threat. But side branches let you level-grind and equipment-grind
until you can deal with the beast. Side branches can be made themed,
so that they're more interesting than just more-of-the-same in case
grinding proves necessary. Side-branches can even be side-quests with
some guaranteed useful item if you beat a mini-boss at the end. So,
for example, a few levels before dragons are likely, there could be
four elemental-themed side branches, in each of which you can get by
without that element's protections but at the end of which you can
acquire protective gear against that element. If you hit an ice
dragon early enough to block you along the main-line, backtrack to
the ice side-branch and get the guaranteed ice shield, then go back
and thwack the dragon.
Side-branches can be indicated by abnormally-colored down stairs
(e.g. blue for the afore-mentioned ice side-branch vs. grey for
the mainline). Their placement within a certain range of levels
can be guaranteed, while remaining random as to exactly where.
Many games mentioned earlier have such side-branches, while still
having ETLG/ETH problems, usually from long mainline stretches without
side-branches combined with too high a likelihood of an OOD
obstruction on every alternative path.
Side branches should be easier than the main dungeon (low or no OOD
generation at least) or else short-but-abundant, and some should
be available within the first few dungeon levels. The deeper the
player gets before being obstructed, the more side branches will be
accessible, so side branches can get shorter and less abundant with
depth, and even be absent past a certain point, giving the dungeon
the geometry of an inverted Christmas tree.
Possible solution 3: Highly multiply-connected dungeon with finite
levels.
In this case, each depth has finite content but it's fairly large,
and there are abundant cross-connections and many down stairs and up
stairs. This makes OOD nearly impossible as one can almost always
circumvent an obstacle, still get many kills and items at the depth,
and get to a down stair. Unhandlable monsters near every down stair
or near every up stair would be needed to cause the OOD blockage
problem. Game should be balanced for exploring part of each level
before descending, so you'll be mildly overleveled and overequipped
on average, but not strongly so on average, if you clear each level
completely before descending. Player is encouraged by repetitiveness
to descend earlier, but has limited ability to overlevel or play it
slow, without it reaching Angband's ridiculous extremes in that
department.
Possible solution 4: Ironman-in-place.
Despite the terrain persisting and floor-generated items depleting
permanently, each level has ongoing monster generation that's
substantial. The monsters can drop fresh equipment. However, over
time the monsters generated at level N start to get deeper. You can
grind by using monster generation before re-trying a level with OOD
obstruction or to correct ULE, but the more monsters you kill on a
level, the harder the new ones get, eventually forcing you to descend.
Either new monsters are generated just by hanging around on the level,
or it's repopulated every time you descend and ascend. Monster
difficulty increases the more you *kill* on that level. If it's
repopulating, wiping them out and repopulating a couple of times
should produce the next repopulation generated as if about one more
level deeper. Of course, OOD could result, forcing you up yet another
level or trapping you, if you're not careful. If you leave a
partly-depopulated level and return, new monsters only appear in
sparsely-populated areas and only enough to raise the level's
population to "normal".
I don't favor this solution as it could too easily turn against the
player that's already been hurt by ULE.
Possible solution 5: Scrolls of alter reality.
When used, regenerates the level you're on: new terrain, new
monsters, etc. (up stair and down stair placement may be fixed, if
related to placement on the adjacent, persisting levels).
OOD is fixed by using a scroll to remove it, if you have one.
ULE is fixed by using a scroll to refresh the current level.
Anti-grinding is done by limiting availability of the scrolls.
Too much such limiting will cause unfixable OOD or ULE, so the player
should start with one or two and find them occasionally, perhaps every
couple of generated levels on average. Having the scrolls be less
common than once per generated level prevents using the scrolls on an
easy level to acquire infinitely many more of the scrolls so you can
then grind unlimitedly on deeper levels.
Possible solution 6: Wands of banish monster.
This is a solution to OOD only: this wand can simply delete a monster
from existence. You don't get its experience or drop. If unlimitedly
available, results in MMAA, but if in finite supply, does not while
still proving you a few get out of jail free cards.
ULE becomes less burdensome in that you can compensate by blowing
banish monster charges on monsters rendered too troublesome by your
case of ULE, while continuing to explore and kill less troublesome
opponents until the law of large numbers steps in and corrects ULE.
As with alter reality, the player should start with a wand with a few
charges, and more should be infrequently found. It shouldn't be
carried, dropped, or used by monsters, rechargeable, or able to
remove any plot-critical monster (and it goes without saying that it
should be obvious what monsters will resist it). It must work,
however, on all other monsters. Making resisting it a common
difficulty-enhancement on strong monsters entirely defeats its
purpose.
Possible solution 7: Scrolls of acquirement.
This partly fixes ULE and may help OOD if you get a great item to
boost you vs. that opponent. Start the player with a few and make
them otherwise rare; items are generated based on the player's depth
and possibly even situation (e.g. if it rolls the elemental-gear
category, it may then favor items that plug resistance holes to items
that give redundant resistances; or it may roll ten items and keep
the one that gives the player the biggest improvement, weighted in
some manner among gained resists, attack damage, armor, evasion,
stats, etc. if equipped, for rings maximized over both slots it could
be equipped in replacing existing rings).
Underequipped: Should be directly fixed.
Underleveled: May be compensated for by being overequipped.
OOD obstruction: May be compensated for by being overequipped.
Anti-abuse: so long as they aren't common, the player is encouraged to
reserve them for difficult situations, as they produce more powerful
stuff (and may save you from repeating a longer preceding part of the
game) the deeper you get before you use them.
Note that all of the above items, scrolls of acquirement and reality
altering and wands of banish monster, should be insusceptible to
item-destruction attacks that hit the player. Uncollected ones on the
dungeon floor may be susceptible to being destroyed there or not, but
ones the player has collected should be reliable short of the player
consuming or dropping them. Otherwise, one can be ULE-screwed by being
underequipped *with these items*.
They could also be combined -- particularly, the latter two could
each cover some situations where the other was less helpful, and
acquirement could even have a chance to produce banish monster if the
game detected that you were decently equipped but a fairly strong OOD
opponent existed on a mostly unexplored level near the up stairs on
the main line and you were near the corresponding down stair one
level up. (If acquirement detects for that, though, it can also
obviously try to give you equipment that is tuned to make you more
powerful, either in offense or defense, against that specific
opponent, too.)
Note that taking ANY of the above to too much of an extreme makes a game
lose its difficulty. However, the difficulty should be of the type that is
overcome with skill, preferable to with grinding or with luck. Adding
limited grinding-enabling mechanisms, as most of the above do, allows
converting luck into grinding, in effect -- more chances for good items or
an easy OOD kill worth mucho XP, say, and circumvention of various forms of
bad luck. In a game with randomness, some way to convert luck into mild
grinding seems needed.
Returning to the sources of difficulty, there are six ways to get
difficulty:
* Monsters that violate both MMAA and MMAS. The problem is this makes
the game very luck-dependent if it's generic. If the game is short or
lacks a plot this can be acceptable. Otherwise, should be restricted
to bosses found at predictable places, whence MMAA isn't really
violated as you can just not go there yet.
YASDs: would come from tackling a boss you were unprepared for, out
of ignorance or desperation, or from fighting "wrong" out of
ignorance. Mostly genuine YASDs -- from avoidable player
ignorance/error rather than screwed-by-the-RNG.
* Violate ETH. Violating it too strongly makes the game too hard, but
having the player have to somewhat ration consumables is wise. It
should be hard to get completely screwed without gross mismanagement,
but easy with same, and tactics and strategy should have to change if
consumables are low, but preferably not to "grind an early level for
hours for lots of cure potions, then come back".
Ideally, it should be easy to run low on one of several alternative
ways of coping with a particular thing but hard to run low on all of
them at once, forcing tactical changes when one runs low. For example,
having an unresistable teleport-monster-to-far-side-of-level wand and
cure potions, so you can deal with a monster that's beating you down
or that shows up when you're at low HP by healing or by sending it
harmlessly far away, and if you're low on one you can consume the
other as needed to deal with such situations. In that case the item
production should be balanced so your acquisition of both combined
should tend to a bit more than suffice for what you'll need but your
acquisition of just one should tend to be somewhat less than enough.
A player that sticks to one for a while *will* run out, statistically
speaking, but should then have plenty of the other.
The game could also provide advancement mechanisms unrelated to
combat, if sufficiently interesting in their own right. Then
"avoid combat for a while" becomes viable as another alternative when
low on curatives, given MMAA or monster-free areas where the other
advancement mechanisms can be employed.
Combat could also have an "easy" flavor and a "hard" flavor, the
latter requiring more player skill but allowing avoiding more damage.
A realtime combat against a single opponent involving reflexes instead
of the usual turn-based could be the "hard" flavor, with a skilled
player able to dodge a lot of attacks.
YASDs: mainly from squandering a resource one should have rationed.
If that resource could have been stretched, then avoidable.
* Violate ETLG. I proposed many mechanisms for allowing, but limiting,
grinding for levels (and equipment) above. Most of these have the
degree of limitation tunable, so the amount permitted can be made
mildly constricting, so mild ULE or OOD problems become possible
while still making severe ones avoidable. Generally, where it would
be mild without grinding it goes away with the limited grinding
permitted, and where it would be severe without grinding it becomes
mild. Mild to the point the player can survive and progress, with
skill or a little luck or at the cost of some consumables.
YASDs: may be partly bad luck in this instance. Non-grinding
compensatory mechanisms are suggested both above and below, which
make these YASDs result from squandering a resource (scrolls of alter
reality, a nonreplenishable MP pool, or etc.) instead, so from player
ignorance or mismanagement of resources.
* A ticking clock, combined with balance such that difficulty is more
or less linear in grinding. Bad luck with OOD obstructions or being
ULE can be commuted into losing time off the clock via grinding.
The clock can either kill you if it runs out, or be a slow but steady
increase in difficulty from some source, such as harder monsters, or
a constant low-grade XP drain so you'll become *underleveled* by
grinding at too-shallow levels, or something.
YASDs: squandering a finite resource (the clock time).
* A nonreplenishable consumable resource. If that's food, see "a ticking
clock", above. Otherwise, the supply can be stretched with rationing,
trading off against getting less of whatever benefit using the
consumable brings. If HP restoration is large but finite in a game,
for example, then the fruits of combat (XP, items) are traded off. If
MP restoration, spellcasting is bounded. Spells can then be made
powerful even fairly early, balanced by the player wanting to reserve
those nonreplenishable MPs for serious opponents and to have as many
left as possible for the end boss (if existent). But a single
20-MP Greater Fireball spell can wipe out that weak-to-fire OOD Swamp
Beast blocking your progress to level 7 in one shot, from full
health, and you learn it at level 3.
Finite MP restoration strikes me as potentially particularly
interesting, especially if the game is given a final boss that is
tough but beatable without magic and can be cheesed with enough magic.
Early use of magic will then be a good idea, up to a point, past which
it costs you by making the boss fight painful, but using it up won't
generally make the game unwinnable unless you splurge it all on the
first few levels' weak opponents and then run into that Swamp Beast.
With cautious use against only tough opponents, it shouldn't tend to
run out before the player is near endgame-powerful and OOD monsters
aren't going to be showstoppingly powerful anymore even faced with
0MP. (This can be assured if, say, by the time even a player unlucky
with OOD monsters has run out of MP he's strong enough to take out
the end boss without MP with a long and hard slog and careful play.)
Variation: resource is finite per level and you can't take a surplus
with you to the next. I heard of some RL with no HP regen or cure
items but full heal taking downstairs. Finite MP on each level, from
a depletable ambient magical energy or whatnot, is another
possibility. Another is a bag of spilling backpack: your worn
equipment is safe, but every use of stairs empties your inventory.
Consumable management becomes per-level instead of whole-game, which
may be good if the game is balanced for it. Combined with permalevels
this pretty much kills grinding, too.
YASDs: squandering a finite resource.
* Increase variability.
+ Increase probability of OOD monster encounters, while keeping at
least one of MMAA or MMAS with respect to those monsters. Avoidance
might consume a finite resource (e.g. Wand of Banish Monster
charges you can't get more of). Survival might consume a finite
resource (e.g. curatives, finite-MP, grindability of finitely-
grindable earlier levels).
+ The suggestions very early in this post for making the whole game a
bit more random as to what items and monsters tend to be available
when. These could provide some tactical challenges, while still
being balanceable for not screwing the player completely. Dungeons
with limited
> All decisions should have some downside or cost to make it harder and more
> meaningful to decide. If player uses up all of his resources because of sub-
> optimal decisions then he deserves to be in difficult situation.
See above. :)
>> I know this is an idealisation. It is impossible to have a good game
>> where using up all your resources will not bring pain. But I think
>> roguelikes should in general operate on the principle that if there is
>> life, there is hope.
>
> It should certainly bring danger, the odds should be against him. It would
> be nicer if his odds to survive were always noticeably bigger than total
> 0, but in random game that might be is not so simple to implement.
Easy. Give some easy-to-get weapon that grants a 1 in 20 chance at a
one-hit KO (granting drop and full XP) against all opponents except final
boss. If you can always land the first blow by tactical movement (rest one
turn if monster separated from you by one space, step toward it if farther,
little or no ranged attacks worthy of fear; or the player's weapon with
this ability is ranged), this gives you a noticeable chance against any
single encounter. Possibilities include:
Knife of Cleaving. 1 in 20 chance to 1HKO non-bosses and weak damage
otherwise.
Wand of Wonder with a 1 in 20 chance to cast a high-damage nonresistable
nonblockable spell on its target, sufficient to kill most early game
monsters in one hit if it comes up. Later on you've got more uncollected
resources at your back in partially-cleared levels and more ways of dealing
with an OOD or otherwise difficult baddie. Unless you've really gathered
and squandered *everything* you could have to that point, including WoW
charges, in which case, yeah, you're screwed.
> I still think that tossing him somewhat farther back from that "brick wall"
> might be better. Totally to tile 0 (permadeath) feels fair and clear, but it
> might be is not optimal if it is too far from that wall. Only a single step
> back may be is insufficient since it may encourage him to reroll the
> dice of that head-hit instead of stepping aside and rethinking and
> preparing better and earlier. Your idea of providing him one retry before
> throwing him farther back serves that purpose too.
Each death has a more severe penalty is an option, yes. Another, odder
notion, though, would be if each death made the player *stronger*, though
not in a manner amenable to grinding. Bashing your head against an obstacle
then eventually results in a head hard enough to bash the obstacle to bits
with. But it needs to not be cheesable. One possibility is that dying to an
OOD monster resurrects you on the previous level with boosted stats (and
the option to collect loot from that level all over again) and no loss of
stuff, or even you gain one XP level (die and learn!). Die to non-OOD
monster gives no bonus and you lose some stuff. So, bad luck gives you the
means to overcome it, but poor play isn't rewarded. Of course, abusable if
the player can deliberately summon up an OOD monster to die to whenever
they feel they could use an extra level or stat boost.
A mixed-blessing is another option: all deaths boot you back some levels
and lose you all progress made since then (as per the very beginning of my
post), but you can re-get (and better manage) the resources past that
point, and deaths to OOD monsters result in a levelup or stat boost of some
sort.