I've found that identification is very difficult in ADOM, because
the Nethack tricks don't work and identify scrolls are much
rarer. Also you can't name classes of items.
If you want to make identification easier, you can add more tricks
or add more sources of identification. You can balance this by adding
more things that need to be identified. This ties in well with Zack's
desire to see more equipment and more artifacts.
However you get rid of this problem, it's going to be by creating
more aspects of equipment. Either there will be no way to get all
these aspects at once, there will be so many ways to get partial
coverage it will be difficult to figure out the best one, or some of
the aspects will be negative (permacurses, vulnerabilties). It helps
if you limit (ADOM) or remove (*Angband) permanent intrinsics. That
way the player has to rely more on their equipment and less on
something they ate.
ADOM has more useful artifacts than Nethack, even though there's no
custom behavior. *Angband has random artifacts that are cool, and
Zangband(?) has a whole subgenre of usually-useless artifacts that can
be triggered for some effect every N turns and have fun Knapsack Problem-esque names. Diablo
II has super-cool customizable artifacts. I like Zack's idea of
artifacts (or just random objects) gaining more power as you complete
quests, but that's going to be a whole lot of side quests most of
which won't be triggered in a given game. Sounds kind of MMORPGish.
Magicbane, Mjolnir, and Stormbringer are the only Nethack artifacts
that feel like artifacts, like powerful magics barely under your
control. That said, most roguelikes don't give artifacts any special
behavior at all. You could go a long way just by programming that big
table of artifact effects from the 1st edition AD&D DMG.
In this context Zack brings up the complaint, common to pseudo-RPG
genres, that although saving the world is supposedly your job, nobody
lifts a finger to help you. I actually wrote What Fools These Mortals to explain this, and
the "Guide to the Mazes of Menace" tries to accomplish the same by
downplaying the implications of the game intro dump.
In a game design context, this occurs in Nethack for two
reasons. First, Nethack comes from Rogue, and in Rogue you are
"some punk kid with no particular skills and no holy mission" -- a
rogue, if you will. Second, if you started the game with good
equipment, the first part of the game would be too easy. It'd have to
be made harder. Then you'd be back where you started. Maybe kick in a
couple food rations for classes that start with no food, but I think
Nethack gives you a wide variety of challenges here and it's a
reasonable design decision.
(7) Tue Oct 16 2007 21:53 More Roguelike Notes:
The meta-adventure continues as I consider more of Zack's complaints about Nethack.
- Comments:
Posted by Zack at Wed Oct 17 2007 03:29
Regarding the equipment optimization, my problem is not so much that it's easy to get good gear in Nethack, as that there's pretty much one set of gear that's the best you can have. Pre-3.4, if I remember correctly, it was grey dragon scale mail, shield of reflection, oilskins, speed boots, ring of slow digestion, ring of teleport control, and an artifact weapon. You might reasonably pick different helms or gauntlets, and I suspect some players would quibble with my ring choices, but these are second-order. They did improve this a bit in 3.4.0 - silver dragon scale is now a viable option if you have some other source of MR, and that frees up the shield hand for #twoweapon mode; also, robes can be really really nice if you have decent Int but aren't a spellcaster class. But it is still very, very limited.I don't have time right now to get good at ADOM so I read some spoilers for it instead - it looks like, as you say, the space there is rather more open. I kinda like the Nethack intrinsic hunt, though; it has some fun early-game consequences. Eating molds, for instance, hurts you but can be a lifesaver if you get a useful resistance out of it."Powerful magics barely under your control" is a great way to describe what artifacts ought to be like and often aren't. (Worst offender I've ever seen in this regard is some entry in the Might and Magic series, whose artifacts were different from ordinary magic items only in having incredibly elaborate names and costing more in shops.) (I do have to give that game cleverness points for having an 100% generic fantasy setting except for the crashed alien starship, from which you could get laser rifles if you were prepared to fight your way past a horde of homicidal security robots ... and while these were devastatingly effective weapons, it was impossible to get any training in their use. You had to figure them out yourself. ...Which then turned out to be a rather annoying waste of time, but I did say cleverness points, not good design points.)
Posted by Leonard at Wed Oct 17 2007 08:55
I was trying to address the "one set of gear" problem. Nethack has that problem because there are more equipment slots than intrinsics you can only get from equipment. To make the choices harder you need to add more IYCOGFE.
Posted by Leonard at Wed Oct 17 2007 10:22
Or, have some items give bonuses that reward certain styles of gameplay or are useful in certain parts of the game.
Posted by Zack at Wed Oct 17 2007 13:16
It comes down to overall strategy in the end. It's clearly desirable, in a roguelike, to have many different overall strategies all of which can win the game; some of them being more of a challenge than others. Nethack does this with character class and conduct rather than with equipment; it sounds like *angband and ADOM put more of it on the equipment. Diversity in all contexts where the game requires the player to make choices is going to be more fun...
Posted by Leonard at Wed Oct 17 2007 14:49
Judging from the huge number of spinoffs and the existence of an AI player I'd guess Angband is a good example.
Posted by Zack at Thu Oct 18 2007 00:29
I forget what's wrong with the licensing, but none of the *Angbands actually qualify as free software, despite being source-available. It's probably some nitpicky thing like no for-profit distribution.
