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Radomir 'The Sheep' Dopieralski  
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 More options Sep 22 2008, 5:52 am
Newsgroups: rec.games.roguelike.development
From: Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl>
Date: Mon, 22 Sep 2008 09:52:16 +0000 (UTC)
Local: Mon, Sep 22 2008 5:52 am
Subject: Negative character development

This is one of ideas that flew around on IRDC, I thought it's
worth saving for the future, if not as a viable approach, then
at least as a food for thought.

New users often feel overhelmed by large complexity and richness
of roguelike games. One way to mitigate this problem is to make
the beginning of the game relatively simple, and add functionalities
as the game progresses. For example, you can let players develop
new skills for their characters as they level up. This common technique
is somewhat spoiled by the fact that at the point where the players
are expected to make the decission about which skills to improve, they
know very little about the game and about the skills themselves. It's
also very hard to pick the most important skill at the moment, as each
of them is (should be) useful in some way. It also leads to the desire
of maxing out all the skills.

That's where negative character development (undevelopment?) comes
to the rescue: you start with all of your skills available, and as
the game progresses you are asked to remove them. Each time you
remove a skill, all skills that are left improve. This way you have
the opportunity to test the skills before you make a decission that
affects your future. It also forces you to differentiate your characters,
to specialize -- hopefully leading to more variety in the later parts
of the game.

The idea could be extended even further: instead of getting stronger, the
player character might actually be getting weaker -- and the game harder.
This could play well with the "reversed dungeon" idea, where you start at
the bottom of the dungeon and make your way to the top.

--
Radomir `The Sheep' Dopieralski <http://sheep.art.pl>
  "Whenever you find yourself on the side of the majority,
   it's time to pause and reflect." -- Mark Twain


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dominikmarc...@gmail.com  
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 More options Sep 22 2008, 8:45 am
Newsgroups: rec.games.roguelike.development
From: dominikmarc...@gmail.com
Date: Mon, 22 Sep 2008 05:45:07 -0700 (PDT)
Local: Mon, Sep 22 2008 8:45 am
Subject: Re: Negative character development
On 22 Wrz, 11:52, Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl>
wrote:

Sounds like 1kBRLs: the PCs tend to get weaker with every step in
these :).

Mingos.


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Slash  
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 More options Sep 22 2008, 9:39 am
Newsgroups: rec.games.roguelike.development
From: Slash <java.ko...@gmail.com>
Date: Mon, 22 Sep 2008 06:39:18 -0700 (PDT)
Local: Mon, Sep 22 2008 9:39 am
Subject: Re: Negative character development
On Sep 22, 7:45 am, dominikmarc...@gmail.com wrote:

Every step they take.... Every move they make...

> Mingos.

--
Slashie

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Jakub Debski  
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 More options Sep 22 2008, 11:27 am
Newsgroups: rec.games.roguelike.development
From: Jakub Debski <debski.ja...@wp.pl>
Date: Mon, 22 Sep 2008 17:27:54 +0200
Local: Mon, Sep 22 2008 11:27 am
Subject: Re: Negative character development
Radomir 'The Sheep' Dopieralski pretended :

> That's where negative character development (undevelopment?) comes
> to the rescue: you start with all of your skills available, and as
> the game progresses you are asked to remove them.

New skills improve gameplay - they give you new possibilities when you
play longer. Removing them would limit your actions and would make game
frustrating.

regards,
Jakub


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Radomir 'The Sheep' Dopieralski  
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 More options Sep 22 2008, 11:33 am
Newsgroups: rec.games.roguelike.development
From: Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl>
Date: Mon, 22 Sep 2008 15:33:05 +0000 (UTC)
Local: Mon, Sep 22 2008 11:33 am
Subject: Re: Negative character development
At Mon, 22 Sep 2008 17:27:54 +0200,

 Jakub Debski wrote:
> Radomir 'The Sheep' Dopieralski pretended :
>> That's where negative character development (undevelopment?) comes
>> to the rescue: you start with all of your skills available, and as
>> the game progresses you are asked to remove them.

> New skills improve gameplay - they give you new possibilities when you
> play longer. Removing them would limit your actions and would make game
> frustrating.

Isn't removing them right at the beginning, when you don't even know
which ones of the you will need, even more frustrating? Because that's
what the race/class selection effectively does...

--
Radomir `The Sheep' Dopieralski <http://sheep.art.pl>
  "Whenever you find yourself on the side of the majority,
   it's time to pause and reflect." -- Mark Twain


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Jakub Debski  
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 More options Sep 22 2008, 11:55 am
Newsgroups: rec.games.roguelike.development
From: Jakub Debski <debski.ja...@wp.pl>
Date: Mon, 22 Sep 2008 17:55:07 +0200
Local: Mon, Sep 22 2008 11:55 am
Subject: Re: Negative character development
Radomir 'The Sheep' Dopieralski has brought this to us :

> Isn't removing them right at the beginning, when you don't even know
> which ones of the you will need, even more frustrating? Because that's
> what the race/class selection effectively does...

It's not frustrating because of "promise" of receiving them :)

regards,
Jakub


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Radomir 'The Sheep' Dopieralski  
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 More options Sep 22 2008, 12:03 pm
Newsgroups: rec.games.roguelike.development
From: Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl>
Date: Mon, 22 Sep 2008 16:03:58 +0000 (UTC)
Local: Mon, Sep 22 2008 12:03 pm
Subject: Re: Negative character development
At Mon, 22 Sep 2008 17:55:07 +0200,

 Jakub Debski wrote:
> Radomir 'The Sheep' Dopieralski has brought this to us :
>> Isn't removing them right at the beginning, when you don't even know
>> which ones of the you will need, even more frustrating? Because that's
>> what the race/class selection effectively does...

> It's not frustrating because of "promise" of receiving them :)

You don't have such a promise, for example, you usually don't have
"weapon crafting" skill unless you select a blacksmith class, you
don't have "kung-fu" skill unless you select monk, etc.

In this reversed model, you just choose your class at the end of
the game instead of at the beginning :)

--
Radomir `The Sheep' Dopieralski <http://sheep.art.pl>
  "Whenever you find yourself on the side of the majority,
   it's time to pause and reflect." -- Mark Twain


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anders.hell...@gmail.com  
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 More options Sep 22 2008, 1:22 pm
Newsgroups: rec.games.roguelike.development
From: Anders.Hell...@gmail.com
Date: Mon, 22 Sep 2008 10:22:01 -0700 (PDT)
Local: Mon, Sep 22 2008 1:22 pm
Subject: Re: Negative character development
Interesting.

I've been thinking of "retraining" instead of "levelling". You would
be able to redistribute your skill points (or equivalent) for an XP-
cost, or simply over time, but you'd never gain more points. It seems
that if the starting classes (actually skill packages) have broad and
non-maximised skill in their skills, you would get a lowering of the
number of skills as time passes. Say the "Warrior" starts with 5/10
points in 10 skills (some weapon skills, Armor Use, Athletics,
whatever) and the optimal strategy is to max out 5 skills at 10/10
(retaining a total of 50 points).

My original thought about that was more to allow people to take back
bad decisions ("Basketweaving seemed like a good choice at the time")
rather than simplify the skillset over time, though.

/Hällzon


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Billy Bissette  
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 More options Sep 22 2008, 4:12 pm
Newsgroups: rec.games.roguelike.development
From: Billy Bissette <bai...@coastalnet.com>
Date: Mon, 22 Sep 2008 15:12:16 -0500
Local: Mon, Sep 22 2008 4:12 pm
Subject: Re: Negative character development
Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl> wrote in
news:slrngdeqmg.c8v.news@atos.wmid.amu.edu.pl:

  The player still won't know what skills are worth having when he
is first asked to ditch some of them.  Not when the remaining skills
power up to new unknown levels and he doesn't know what he will face
later in the dungeon.

  This is also not the same as simply "picking a character class at
the end of the game," at least not without guarantees that the player
regardless of choices will have a useful skillset at the end of the
game.  Character classes are designed with at least some
consideration placed in being able to complete the game.  Who knows
what skills a player will delete though, particularly when he is
acting without full information.

  Such a system may even discourage skill exploration in some
players, if they get into the habit of always discarding certain
skills.  And when it may take a near full game to find out whether
it is worth having Wrestling over Dodging, or to find that Alchemy
is broken.

  As for more variety in latter parts of the game, that would
depend.  At a guess, many players will likely stick to certain
skill sets.  Likely, certain skills will be found to be the most
valuable, and many players will gravitate towards those skills,
particularly if your game is popular enough for people to discuss
it.  Some will likely continue to experiment and perhaps even
attempt crazy challenges, but that is true for other skill systems
as well.

  Though there are already games that take this approach to a
degree.  The difference is that the player is only encouraged to
whittle down his skill set to certain skills, and can generally
try to correct any mistakes with late pick-ups.  Games like
Sangband and Crawl give the player nearly everything at the start,
but raising everything equally is impractical if not impossible.


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Radomir 'The Sheep' Dopieralski  
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 More options Sep 22 2008, 8:16 pm
Newsgroups: rec.games.roguelike.development
From: Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl>
Date: Tue, 23 Sep 2008 00:16:37 +0000 (UTC)
Local: Mon, Sep 22 2008 8:16 pm
Subject: Re: Negative character development
At Mon, 22 Sep 2008 15:12:16 -0500,

Well, he can at least ditch the ones he did try already and didn't like.
You don't ned the skills powered up to incredible levels, because they
should work with near sure success rate on the first level monsters.
As for skills that change dramatically after a powerup -- you shouldn't
have them anyways, the thing that is confusing is the fact they change,
not the fact you have to ditch them. It would be equally confusing in
a more traditional system.

>   This is also not the same as simply "picking a character class at
> the end of the game," at least not without guarantees that the player
> regardless of choices will have a useful skillset at the end of the
> game.  Character classes are designed with at least some
> consideration placed in being able to complete the game.  Who knows
> what skills a player will delete though, particularly when he is
> acting without full information.

I think that if you can make a game unwinnable without making a really
silly mistake (or consistent carelessness, or bad luck), it's broken
already. If some choices are obviously useless, the player shouldn't
be offered the choice at all.

>   Such a system may even discourage skill exploration in some
> players, if they get into the habit of always discarding certain
> skills.

Somehow I don't see it. You don't risk much with a freshly generated,
first level character, you can experiment all you want and the worst
that can happen is that you get back to square one.

>  And when it may take a near full game to find out whether
> it is worth having Wrestling over Dodging, or to find that Alchemy
> is broken.

If it takes a full game to know one skill from another, then why there
are separate skills at all? If your skills are broken, your game is
broken, and no character development system will help you with that.

>   As for more variety in latter parts of the game, that would
> depend.  At a guess, many players will likely stick to certain
> skill sets.  

That's ok, we are all different, have different preferences and different
styles. Personally I think this is something beautiful that should be
highlighted and encouraged, not something to hide and be ashamed of.
Still, different players should choose different sets. If you have a
"winning set", optimal set of skills, then you can just remove all the
other skills, they add nothing to the game.

> Likely, certain skills will be found to be the most
> valuable, and many players will gravitate towards those skills,
> particularly if your game is popular enough for people to discuss
> it. Some will likely continue to experiment and perhaps even
> attempt crazy challenges, but that is true for other skill systems
> as well.

So we lose nothing here :) What you are saying is basically "if your game
is unbalanced, then your game is unbalanced". I think that this system at
least lets you easily notice when your game is unbalanced and which skills
need fixing.

>   Though there are already games that take this approach to a
> degree.  The difference is that the player is only encouraged to
> whittle down his skill set to certain skills, and can generally
> try to correct any mistakes with late pick-ups.  Games like
> Sangband and Crawl give the player nearly everything at the start,
> but raising everything equally is impractical if not impossible.

Yes, this idea was in large part inspired by Crawl's design "rules".
It is an extremal approach, and as such is probably not perfect; I
think it shows an interesting approach to character development and
shows that "development of character" doesn't have to mean "becoming
more powerful and stronger in everything".

--
Radomir `The Sheep' Dopieralski <http://sheep.art.pl>
  "Whenever you find yourself on the side of the majority,
   it's time to pause and reflect." -- Mark Twain


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Sherm Pendley  
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 More options Sep 22 2008, 9:14 pm
Newsgroups: rec.games.roguelike.development
From: Sherm Pendley <spamt...@dot-app.org>
Date: Mon, 22 Sep 2008 21:14:00 -0400
Subject: Re: Negative character development
Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl> writes:

> you start with all of your skills available, and as
> the game progresses you are asked to remove them.

AlzheimersRL, anyone?

sherm--

--
My blog: http://shermspace.blogspot.com
Cocoa programming in Perl: http://camelbones.sourceforge.net


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Numeron  
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 More options Sep 22 2008, 10:21 pm
Newsgroups: rec.games.roguelike.development
From: Numeron <irunsofastineedafinonmyh...@hotmail.com>
Date: Mon, 22 Sep 2008 19:21:11 -0700 (PDT)
Local: Mon, Sep 22 2008 10:21 pm
Subject: Re: Negative character development
Radomir 'The Sheep' Dopieralski wrote:

> That's where negative character development (undevelopment?) comes
> to the rescue: you start with all of your skills available, and as
> the game progresses you are asked to remove them.

Id much rather read the descriptions of 3 abilities I get to choose
one of to gain than read all about 100 abilities I have to choose one
of to drop.

-Numeron


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Numeron  
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 More options Sep 22 2008, 10:28 pm
Newsgroups: rec.games.roguelike.development
From: Numeron <irunsofastineedafinonmyh...@hotmail.com>
Date: Mon, 22 Sep 2008 19:28:02 -0700 (PDT)
Local: Mon, Sep 22 2008 10:28 pm
Subject: Re: Negative character development

> > That's where negative character development (undevelopment?) comes
> > to the rescue: you start with all of your skills available, and as
> > the game progresses you are asked to remove them.

> Id much rather read the descriptions of 3 abilities I get to choose
> one of to gain than read all about 100 abilities I have to choose one
> of to drop.

> -Numeron

Sorry fat fingers hit send, I wanted to say I actually quite like your
idea :) However I think a good way to extend it would be to still
start with a class. this way you restrict the abilities you start with
and not give a new player 1000 spells, and not even the time to test
them all out before they have to throw some away. And then have
further restrictions on what you can drop at each level (like the most
unused ones) so that you dont overwhelm people with choice.

-Numeron

-Numeron


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dpeg  
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 More options Sep 22 2008, 10:37 pm
Newsgroups: rec.games.roguelike.development
From: dpeg <pl...@zio.mathematik.hu-berlin.de>
Date: Tue, 23 Sep 2008 04:37:03 +0200
Local: Mon, Sep 22 2008 10:37 pm
Subject: Re: Negative character development
Radomir 'The Sheep' Dopieralski wrote:

[about inverse development, where at each step one skill is removed and the
remaining ones get stronger]

> At Mon, 22 Sep 2008 15:12:16 -0500, Billy Bissette wrote:
>>  And when it may take a near full game to find out whether
>> it is worth having Wrestling over Dodging, or to find that Alchemy
>> is broken.

> If it takes a full game to know one skill from another, then why there
> are separate skills at all? If your skills are broken, your game is
> broken, and no character development system will help you with that.

I think that the Sheep is right: each skill should be meaningful in the end,
else it would be useless to have it in the first place. (Roguelikes don't
need red herrings.) In a sense, such a game should have the number of
different playing styles to be (at least) the number of skills.

Billy has a point, though: I would suggest the skill set being small (say 4
or 6 rather than 20). One reason is that it is pretty hard to come up with
many genuinely different playing styles; the other that this game will be
about specialising _only_. In contrast to the standard additive approach to
skills, in Skills--RL you are going to be less and less flexible as the game
goes on. In other words, this roguelike should be well on the tactical side
of things.

>>   Though there are already games that take this approach to a
>> degree.  The difference is that the player is only encouraged to
>> whittle down his skill set to certain skills, and can generally
>> try to correct any mistakes with late pick-ups.  Games like
>> Sangband and Crawl give the player nearly everything at the start,
>> but raising everything equally is impractical if not impossible.

> Yes, this idea was in large part inspired by Crawl's design "rules".

Hehe, now that you mention it, I had to chime in. Call me Pawlow :)

> It is an extremal approach, and as such is probably not perfect; I
> think it shows an interesting approach to character development and
> shows that "development of character" doesn't have to mean "becoming
> more powerful and stronger in everything".

I think the basic idea is absolutely worth investigating. The format of 7DRL
seems really fitting in my opinion. Apart from the fun aspect and the
novelty, I find it always interesting if a basic and standard mechanic is
reversed like this. We learn something about standard roguelikes from this,
too.

By the way, the concept lends itself very well to offbeat themes. A silly
one: goal is to pacify larger and larger masses of humans; skills are
cooking, performing, use of blunt instruments; gameplay consists of using
and improving randomly found items (food, water etc.)

David


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Jeff Lait  
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 More options Sep 23 2008, 1:19 am
Newsgroups: rec.games.roguelike.development
From: Jeff Lait <torespondisfut...@hotmail.com>
Date: Mon, 22 Sep 2008 22:19:05 -0700 (PDT)
Local: Tues, Sep 23 2008 1:19 am
Subject: Re: Negative character development
On Sep 22, 4:12 pm, Billy Bissette <bai...@coastalnet.com> wrote:

First, that assumption is only true for the first few playthroughs of
the game.  A point of a roguelike is that you are meant to play it
more than once.  Have a separate tutorial to teach how the skills
work.

>   This is also not the same as simply "picking a character class at
> the end of the game," at least not without guarantees that the player
> regardless of choices will have a useful skillset at the end of the
> game.  Character classes are designed with at least some
> consideration placed in being able to complete the game.  Who knows
> what skills a player will delete though, particularly when he is
> acting without full information.

Okay, rather than character class, try a skill-based game.  Each time
I pick a skill in a skillbased game I reject the other skills - I'm
narrowing the skills I can pick.  Diablo II is a good point - spending
a skill point means I don't spend it elsewhere.

As it happens, in Diablo II, I can spend a point in Thunderstorm only
to find out it sucks for my playstyle.  At least with negative
development I could find out it sucked, and then drop it, freeing up a
skill point for one of my other abilities I actually like.

>   Such a system may even discourage skill exploration in some
> players, if they get into the habit of always discarding certain
> skills.  And when it may take a near full game to find out whether
> it is worth having Wrestling over Dodging, or to find that Alchemy
> is broken.

I think the opposite.  Skill gain systems do that - if I can only try
out a deeply nested skill by spending most of a game working to get
there, I'm unlikely to try it out and instead concentrate on a known
skill.  THe idea of this system is that you can try out all of the
skills day 1.  Start a new game, test the skill.

>   As for more variety in latter parts of the game, that would
> depend.  At a guess, many players will likely stick to certain
> skill sets.  Likely, certain skills will be found to be the most
> valuable, and many players will gravitate towards those skills,
> particularly if your game is popular enough for people to discuss
> it.  Some will likely continue to experiment and perhaps even
> attempt crazy challenges, but that is true for other skill systems
> as well.

This is flaw of all skill systems - even if they are balanced, people
will behave otherwise and bore themselves to death.

I really think Skill--RL would be an excellent *short* roguelike.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)


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Billy Bissette  
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 More options Sep 23 2008, 1:54 am
Newsgroups: rec.games.roguelike.development
From: Billy Bissette <bai...@coastalnet.com>
Date: Tue, 23 Sep 2008 00:54:26 -0500
Local: Tues, Sep 23 2008 1:54 am
Subject: Re: Negative character development
Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl> wrote in
news:slrngdgdb5.ph9.news@atos.wmid.amu.edu.pl:

> At Mon, 22 Sep 2008 15:12:16 -0500,
>  Billy Bissette wrote:
> You don't ned the skills powered up to incredible levels,
> because they should work with near sure success rate on the first
> level monsters. As for skills that change dramatically after a powerup
> -- you shouldn't have them anyways, the thing that is confusing is the
> fact they change, not the fact you have to ditch them. It would be
> equally confusing in a more traditional system.

  If everything is going to power up with equal usefulness, and will
not change in any other meaningful way, then why power them up at all?
Just so the player won't complain that "advancing" causes him to
sacrifice skills rather than gain them?

>>  And when it may take a near full game to find out whether
>> it is worth having Wrestling over Dodging, or to find that Alchemy
>> is broken.

> If it takes a full game to know one skill from another, then why there
> are separate skills at all? If your skills are broken, your game is
> broken, and no character development system will help you with that.

  How different are your skills going to be?  Having a bunch of
effectively identical skills is a design cheat.  The more different
the skills are, the more likely they will be of different usefulness.

  Even if you roughly balance Wrestling, Swords, and Dodging for
level 1, how much should each be increased for level 2?  How much
extra damage avoidance is equivalent to an extra 5% to hit with
Swords?  At level 3?  Level 4?  And while +5% to hit might beat +5%
to evade, by the end of the game +50% to evade might beat +50% to hit.

  And when your skills are even more different?  How does Set Traps
compare to Fire Magic?  Create Potions to Reduced Hunger?

  Will monsters change as the player progresses?  Even basic details
like damage and health can throw off skill balance.  Special
abilities create more issues though.  Fire Magic is worth less when
more creatures show up that resist fire.  Dodging is worth more when
creatures show up that get extra effects on successful hits, or just
do extraordinary damage.

  Of course, we haven't even gotten into skill interactions.  The
more variety there is between skills, the more likely there will be
combinations that simply work better that others.


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Radomir 'The Sheep' Dopieralski  
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 More options Sep 23 2008, 4:06 am
Newsgroups: rec.games.roguelike.development
From: Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl>
Date: Tue, 23 Sep 2008 08:06:54 +0000 (UTC)
Local: Tues, Sep 23 2008 4:06 am
Subject: Re: Negative character development
At Tue, 23 Sep 2008 00:54:26 -0500,

Well, I'm assuming the usual model of a roguelike where the more you
progress into the game, the stronger and more dangerous monsters and
other challenges you meet. Thus, both your combat skills and support
skills need to grow in power/magnitude to accomodate the increase in
power of the adversaries.  This is, however, a quantity, not quality
difference: lockpicking skill won't suddenly allow you to hit harder
with your weapon, and fencing skill won't let you open the door more
easily.

>>>  And when it may take a near full game to find out whether
>>> it is worth having Wrestling over Dodging, or to find that Alchemy
>>> is broken.

>> If it takes a full game to know one skill from another, then why there
>> are separate skills at all? If your skills are broken, your game is
>> broken, and no character development system will help you with that.

>   How different are your skills going to be?  Having a bunch of
> effectively identical skills is a design cheat.  The more different
> the skills are, the more likely they will be of different usefulness.

There is no such thing as a single measure of "usefulness". The whole
point of decissions in character development is not to make a guessing
game for the "only right" optimal character. It's to allow a variety
of playing styles, chosen by the player both as a preference ("I like
playing mages") and progress of the game ("I found a book of death ray
early on, so I decided to become a mage").

>   Even if you roughly balance Wrestling, Swords, and Dodging for
> level 1, how much should each be increased for level 2?  How much
> extra damage avoidance is equivalent to an extra 5% to hit with
> Swords?  At level 3?  Level 4?  And while +5% to hit might beat +5%
> to evade, by the end of the game +50% to evade might beat +50% to hit.

They are not equivalent, and that's the whole point. Why should they be?
The "balancing" is not about making all characters play the same. It's
about making all characters interesting. You can have a fighter character
that runs over opponents without even blinking, because he's got high
figting skills and a mathcing weapon. You can also have a mage that has
to keep the distance, carefully choose spells and manager magic points.
A stelthy character, a nimble character, even a character that gets beaten
up really bad all the time but has tremendous healing powers. Obviously,
these characters have different strengths and different monsters are
dangerous for them. They also approach problems differently and consider
different loot valuable. You fight differently when you have high evade
rate than when you have high to hit; the choice of weapon, the choice of
whether to just stand and hit or maybe move around while fighting, whether
to stay in corridors or stick to open spaces, whether use that potion
of berserk strength when fighting a heavily armored monster, or better
save it for monsters with dangerous special attacks -- it all changes
depending on the skills, and you can't really say "this is better than
that". If you can say it, then you have too many stats in your game.

>   And when your skills are even more different?  How does Set Traps
> compare to Fire Magic?  Create Potions to Reduced Hunger?

They don't compare, that's the whole point. You use them differently.

>   Will monsters change as the player progresses?  Even basic details
> like damage and health can throw off skill balance.  Special
> abilities create more issues though.  Fire Magic is worth less when
> more creatures show up that resist fire.  Dodging is worth more when
> creatures show up that get extra effects on successful hits, or just
> do extraordinary damage.

Yes, changing the situation dramatically in the middle of the game
is a general problem with all character development systems: the game
the player prepared for is no longer the game he plays. Obviously,
rapidly changing environment will favour universal, Jack-of-all-trades
characters with no characteristic features and strong or weak points,
while the point of character development is to create interesting,
varied characters with specific strenghts and weaknesses.

>   Of course, we haven't even gotten into skill interactions.  The
> more variety there is between skills, the more likely there will be
> combinations that simply work better that others.

... with particular play style. Maybe even with particular set of
starting conditions, like the equipment you find early on or out of
depth monsters you encounter on low levels. Or even some parameters
of the whole dungeon that could be chosen at the start -- so that
player has to adapt their playing style for them.

--
Radomir `The Sheep' Dopieralski <http://sheep.art.pl>
  "Whenever you find yourself on the side of the majority,
   it's time to pause and reflect." -- Mark Twain


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David Ploog  
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 More options Sep 23 2008, 5:19 am
Newsgroups: rec.games.roguelike.development
From: David Ploog <pl...@mi.fu-berlin.de>
Date: Tue, 23 Sep 2008 11:19:21 +0200
Local: Tues, Sep 23 2008 5:19 am
Subject: Re: Negative character development

On Tue, 23 Sep 2008, Billy Bissette wrote:

[snip all]

I have no idea why you are so negative about the idea, but perhaps the
following thought experiment will help.

Don't think in terms of dozens of skills. Suppose a game only had three
skills, for example Melee, Magic, Ranged. You can use each of them to
overcome monsters and you can nicely mix them. At 1/3 in the game, you
have to select one and stop using it (but become more proficient with the
others). At 2/3 in the game, you have to select the remaining one. As I
said before, this is about specialising. In my opinion, it is pretty
obvious that such a system could work.

In this particular example, you would have three largely different types
of gameplay (depending on the skill you end with), or six minor types
(taking into account the skill still left in the middle part). As I also
said before, this original idea focuses on _playing styles_. If you cannot
come up with gameplay that allows for choosing "lockpicking" as a
universally useful playing style (i.e. winning 1/3 of the game with it),
then don't add that skill. So while "lockpicking" might not do it, skills
like Stealth+Stab or Subterfuge (aka Diplomacy or Charming) or Summoning
may do.

I think this kind of game would be interesting in praxis just for trying
to distill pure playing styles. The game should be small (on a RL scale)
for reasons I explained before.

David


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Pointless  
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 More options Sep 23 2008, 11:27 am
Newsgroups: rec.games.roguelike.development
From: Pointless <mail...@nym.hush.com>
Date: Tue, 23 Sep 2008 08:27:47 -0700 (PDT)
Local: Tues, Sep 23 2008 11:27 am
Subject: Re: Negative character development
On Sep 23, 1:54 am, Billy Bissette <bai...@coastalnet.com> wrote:

One thing you're not taking into account is what if the game itself is
balanced towards the skills chosen? For example, if the player chooses
lockpicking, double the number of locked doors. Or, here's another
example: you could do the opposite. If the character selects firebolt,
generate monsters that are resistant to fire. The game could be
balanced so that the play receives optimum challenge based on skills
chosen instead of a static world.

This is how MetaCollider works btw


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David Damerell  
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 More options Sep 23 2008, 1:10 pm
Newsgroups: rec.games.roguelike.development
From: David Damerell <damer...@chiark.greenend.org.uk>
Date: 23 Sep 2008 18:10:04 +0100 (BST)
Local: Tues, Sep 23 2008 1:10 pm
Subject: Re: Negative character development
Quoting  Pointless  <mail...@nym.hush.com>:
[Entire previous article quoted and QP-brain-damaged, sigh.]

>One thing you're not taking into account is what if the game itself is
>balanced towards the skills chosen? For example, if the player chooses
>lockpicking, double the number of locked doors.

Ingenious, but I wonder if it's exploitable (for example, by choosing
skills that meet with nonlethal challenges where possible)?
--
David Damerell <damer...@chiark.greenend.org.uk> Distortion Field!
Today is Thursday, September.

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Pointless  
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 More options Sep 23 2008, 1:27 pm
Newsgroups: rec.games.roguelike.development
From: Pointless <mail...@nym.hush.com>
Date: Tue, 23 Sep 2008 10:27:45 -0700 (PDT)
Local: Tues, Sep 23 2008 1:27 pm
Subject: Re: Negative character development
On Sep 23, 1:10 pm, David Damerell <damer...@chiark.greenend.org.uk>
wrote:

> Quoting  Pointless  <mail...@nym.hush.com>:
> [Entire previous article quoted and QP-brain-damaged, sigh.]

> >One thing you're not taking into account is what if the game itself is
> >balanced towards the skills chosen? For example, if the player chooses
> >lockpicking, double the number of locked doors.

> Ingenious, but I wonder if it's exploitable (for example, by choosing
> skills that meet with nonlethal challenges where possible)?
> --
> David Damerell <damer...@chiark.greenend.org.uk> Distortion Field!
> Today is Thursday, September.

I've dealt with this by creating a "pool" of skills depending on game
success and then awarding a random skill from that pool whenever a new
level is reached.

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David Damerell  
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 More options Sep 23 2008, 3:01 pm
Newsgroups: rec.games.roguelike.development
From: David Damerell <damer...@chiark.greenend.org.uk>
Date: 23 Sep 2008 20:01:05 +0100 (BST)
Local: Tues, Sep 23 2008 3:01 pm
Subject: Re: Negative character development
Quoting  Pointless  <mail...@nym.hush.com>:

>I've dealt with this by creating a "pool" of skills depending on game
>success and then awarding a random skill from that pool whenever a new
>level is reached.

Trim the quoted text, willya?

Random character development. Hm. Bit of a risk of ending up with a mixed
bag which don't work together at all, don't you think?
--
David Damerell <damer...@chiark.greenend.org.uk> Distortion Field!
Today is Thursday, September.


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Pointless  
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 More options Sep 23 2008, 3:37 pm
Newsgroups: rec.games.roguelike.development
From: Pointless <mail...@nym.hush.com>
Date: Tue, 23 Sep 2008 12:37:15 -0700 (PDT)
Local: Tues, Sep 23 2008 3:37 pm
Subject: Re: Negative character development
On Sep 23, 3:01 pm, David Damerell <damer...@chiark.greenend.org.uk>
wrote:

> Trim the quoted text, willya?

You're just being crotchety. And no part of my brain is damaged.

> Random character development. Hm. Bit of a risk of ending up with a mixed
> bag which don't work together at all, don't you think?
> --
> David Damerell <damer...@chiark.greenend.org.uk> Distortion Field!
> Today is Thursday, September.

It depends on what skills are implemented. Combat skills are easier to
balance.

But it is a problem. I've solved this by having "basic" monsters that
don't pose any specific challenge, so if the character receives a
general skill, the player faces the basic monsters.


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inugami...@gmail.com  
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 More options Sep 23 2008, 4:54 pm
Newsgroups: rec.games.roguelike.development
From: Inugami...@gmail.com
Date: Tue, 23 Sep 2008 13:54:37 -0700 (PDT)
Local: Tues, Sep 23 2008 4:54 pm
Subject: Re: Negative character development
Designing a game based on negative character development should be
thought of differently than designing a game with positive character
development. Instead of focusing on monsters, you should focus on
inventories and dungeon loot/monster drops. Positive character
development usually implies that you will depend on your inventory
from the beginning and it will become less useful as you grow in power
in such a way as to overcome obstacles. Negative character development
implies that the inventory grows more valuable as the player becomes
more specialized against specific obstacles.

What was brought up earlier was specialization in the end game. This
specialization should be enough to overcome most obstacles that
couldn't be taken down before (status/element immune/resistant
creatures will become less so). This would mean that a player focusing
on specific classes would have an easier time against specific
obstacles in the end game while using his or her inventory to fill in
other roles to a lesser degree. I can see several effects on the
player inventory from this: 1) The inventory at the beginning of
character development is trivial, but grows more valuable as the
player specializes more and more, 2) as a result of a trivial
beginning inventory, players will have more of an inventory when they
start to actually utilize it, 3) due to specialization certain items
will become more or less useful to the point of being completely
useless or a godsend, and 4) as the game goes on, instead of having an
inventory of full of many useless items, he/she will have a dwindling
inventory of useful items due to increased use.

In class-based roguelikes (pick a class and adhere to its
restrictions), you have a fixed useless pool of items, a fixed useful
pool of items, and items that are meant to fill in the gaps for each
class (ie, wands for warriors). In a "build your own class" styled
system where the player is given positive character development, you
have a a growing pool of useless and filler items and a shrinking pool
of useful items as the character progresses. In a "build your own
class" system with negative development (this topic), you have a
growing pool of filler and useful items and a shrinking pool of
useless items.


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Billy Bissette  
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 More options Sep 23 2008, 5:41 pm
Newsgroups: rec.games.roguelike.development
From: Billy Bissette <bai...@coastalnet.com>
Date: Tue, 23 Sep 2008 16:41:48 -0500
Local: Tues, Sep 23 2008 5:41 pm
Subject: Re: Negative character development
Jeff Lait <torespondisfut...@hotmail.com> wrote in
news:a50b11c1-890f-4ba7-be44-01c42c9f79bf@k7g2000hsd.googlegroups.com:

  The same could be said for regular Roguelikes.  Excepting skills
that don't show up until later, that the player may have never have
obtained.  But in a class-based system, they should at least get
some feel for how the class as a whole operates.

> I really think Skill--RL would be an excellent *short* roguelike.

  I have no objection to that belief.  Mind, lots of ideas can be
the basis for an excellent *short* roguelike.

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