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October 17, 2016 07:17
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| 1) Don't behead your players | |
| Gameplay should never be unreasonable. For example, | |
| the player should never be killed or damaged by a | |
| single attack. Instant death and other unfair | |
| situations break the immersion of the game. | |
| 2) Don't add cyanide! | |
| Unidentified items should never be immediately | |
| fatal. While negative identify outcomes are okay, | |
| something like an instant death discourages players | |
| from experiencing that aspect of the game. The same | |
| goes for items which have curse effects or anything | |
| that would force the game into an unwinnable state. | |
| 3) The Item Masquerade | |
| Items should have similarities with other items of | |
| the same type. This makes it harder to identify a | |
| specific item. This rule should not be strictly | |
| adhered to, as observant players should be rewarded | |
| however keeping things confusing prevents the game | |
| from losing playability. One example is making a | |
| potion healing the same color as a potion of fruit | |
| juice. Or rings which look similar and have vague | |
| descriptions. An example of making things aparent | |
| to observant players, would be things like distinct | |
| weight values. | |
| 4) Situational Identification Advantage | |
| In some situations, it is beneficial for a player to | |
| identify the usage of an item more than others. For | |
| example, if there is no potion that gives the player | |
| combat disadvanteges, it might be in their best | |
| interest to identify potions during combat. If none | |
| of them do direct damage to the player, it becomes | |
| an advantage to identify them when below max HP. | |
| It is very easy to destroy these advantages however | |
| a good designer is aware of these advantages and the | |
| influence they will have on gameplay. These should be | |
| kept to a minimum, but not completely removed. | |
| 5) Item use should matter! | |
| Most rogue likes give items to the player which have | |
| windows of usefulness. For example, the major rogues | |
| have scrolls which can be consumed to apply an enchant | |
| to an item. Although if the player finds better gear, | |
| that scroll is wasted. The longer the player waits | |
| to see if something better shows up, the less use they | |
| get out of the scroll. | |
| 6) Useless Items Suck | |
| When an item is fully identified, it should never be | |
| useless. This allows players to be rewarded for their | |
| information gathered, and alos lestens the effect of | |
| players being screwed over by poor item generation. | |
| For example, in Rogue, the potion of blindness can | |
| be useful in fights against medussa. In some games | |
| like Shiren then Wanderer, most bad items can simply | |
| be thrown at enemies lol. | |
| 7) Reduce grind pls | |
| There should be some form of constant resource drain | |
| on the player, which discourages grinding. This is | |
| usually done by adding a food bar or similar which | |
| can only be increased by finding food, which is | |
| only found by generating new levels. This prevents | |
| players from just grinding rats and getting lv 20 lol | |
| 8) Unwinnable Race | |
| A balance is needed between the dificulty curve, the | |
| skill of the player, and the items they have found. | |
| Players should rely on items and experience to get | |
| them to the end. If they don't depend on items they | |
| will loose interest in the game. The same is true if | |
| the items given are way too powerful and make the game | |
| too easy. This is best acomplished by setting the enemy | |
| curve to be slightly higher than that of the player. | |
| In Rogue, you can't slice through all the mosters, even | |
| with the best weapons. And some enemies require other items | |
| to be defeatable. |
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