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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Fri Feb 29, 2008 2:32 am Post subject: |
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There is a difference (not major, though) between challenge and frustration, but they are still growing proportionally.
But giving the player the option to choose between "challenge" and "fun gaming" will always be better than forcing the player to do "challenge" or "fun gaming". If a player wants a challenge and can't have one because the game does everything for him, it's bad. But if the player just wants to play for fun and then gets a challenge it's bad as well. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Fri Feb 29, 2008 7:21 am Post subject: |
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Rya.Reisender wrote: | There is a difference (not major, though) between challenge and frustration, but they are still growing proportionally. |
What does this even mean?
Quote: | But giving the player the option to choose between "challenge" and "fun gaming" will always be better than forcing the player to do "challenge" or "fun gaming". If a player wants a challenge and can't have one because the game does everything for him, it's bad. But if the player just wants to play for fun and then gets a challenge it's bad as well. |
Why is it with you that a challenge can't be fun?
I have yet to play Darkavern, but I don't see the point of playing a game where you can immediately start over every time you screw up. There's no purpose to playing a game like that. All you'll end up doing is pressing buttons, which, unless you're under the age of 5, isn't particularly fun.
I was going to go on some about Treasure Island Dizzy, which gave you one life in a game with nothing but insta-deaths, and how the fun derived from finding out where the traps were and avoiding them (though there were visual clues as to where they were in Dizzy. I'm not sure if this is true in Darkavern.) but I'm sure you don't really care. I don't really know why I'm actually trying to reason with you, since I'm obviously not intelligent enough. _________________ Calehay |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Fri Feb 29, 2008 7:24 am Post subject: |
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Rya, Please get out of my thread.
I'm too dumb to make any sense out of anything you're saying.
If you want to talk about why hard games shouldn't exist, then feel free to open up a thread in the Game Design forum.
Thank you. |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Fri Feb 29, 2008 8:56 am Post subject: |
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Rya.Reisender wrote: | Moogle1 wrote: | The roguelike genre May Not Be For You. |
Fixed. |
Defixed. Permadeath is a defining characteristic of the genre.
Quote: | Out of the roguelikes I played many of them were enjoyable. Just not the ones I played on PC (except castle of the winds where you can save anywhere permanently as well, if I can recall correctly). |
Then it wasn't a roguelike.
Take a look at the "gameplay" section of this page:
http://roguebasin.roguelikedevelopment.org/index.php?title=What_a_roguelike_is
The first item is permadeath. If you don't like permadeath, then you don't like the roguelike genre.
If you've ever played a game on an emulator, you know it's really easy to win a game by abusing save states. Save states allow you to take a snapshot save of the game at any time and return to it instantly. Hard jump coming up? Save your state. Hard boss? Save your state every time you hit him and load it every time he hits you. You're suggesting that Prince of Persia: Sands of Time would've been greatly improved by giving the player infinite sand.
And I know at this point you'll want to rebut and say that you shouldn't be able to save in the middle of a battle, but for that exact reason you shouldn't be able to save next to a deathtrap. What you're suggesting would ruin entire genres.
It took me about fifteen years to finally beat NetHack. Winning was one of the most fulfilling gaming experiences I've ever had because of the difficulty. It is a fundamental tenet of game design that you punish the player for performing poorly and reward him for doing well. Take away the punishment and the rewards become less rewarding. _________________
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Fri Feb 29, 2008 10:40 am Post subject: |
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Agreed. The feeling of accomplishing something after beating a game is great. Actually fearing death adds a great deal of suspense to a game. Why play a game where there is NO penalty for making mistakes? How is that fun? _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Fri Feb 29, 2008 10:46 am Post subject: |
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TwinHamster wrote: | Rya, Please get out of my thread.
I'm too dumb to make any sense out of anything you're saying.
If you want to talk about why hard games shouldn't exist, then feel free to open up a thread in the Game Design forum.
Thank you. |
Okay then. My final words to you are "No matter how you do it, just make your game less frustrating, I really want to finish it someday".
Off-topic replies here:
http://www.castleparadox.com/ohr/viewtopic.php?t=5690 _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Mar 03, 2008 1:34 am Post subject: |
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So, what are you replacing the (hidden) instadeath traps with? If the traps are too dangerous, like doing 10 damage, they could still make the game unwinnable in many cases, especially if you keep up the current frequency and can expect to step on several.
How does the magic system work? You come across (or start with) special attacks and are given a key combinations to memorise to use them? It sounds like it might work, though I think you could also stick with uncontrollable battles if you gave the player plenty of ways to improve their odds outside of battles.
Moogle1 wrote: | Quote: | Out of the roguelikes I played many of them were enjoyable. Just not the ones I played on PC (except castle of the winds where you can save anywhere permanently as well, if I can recall correctly). |
Then it wasn't a roguelike.
Take a look at the "gameplay" section of this page:
http://roguebasin.roguelikedevelopment.org/index.php?title=What_a_roguelike_is
The first item is permadeath. |
This is way off topic (this is no where near a roguelike), but a game doesn't have to have permadeath to be a roguelike. That's why the roguebasin article starts off by explaining that roguelikes are so hard to define and all conventions are breakable. For an example of a roguelike without permadeath (and for which it wouldn't make sense) created in the last month, see Crown of the Forest for the 7drl. _________________ "It is so great it is insanely great." |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Mon Mar 03, 2008 7:23 pm Post subject: |
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Couldn't Fester's Quest for the NES be considered a rogue-like game, if only for the no continues aspect? I seem to recall there were no continues, and after only 2-3 hits you had to start ALL THE WAY back from the beginning. |
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Mon Mar 03, 2008 7:30 pm Post subject: |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Mar 03, 2008 7:35 pm Post subject: |
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I have been thinking of changing the Wiki page to change the definition of a Rogue-like to "a game that is based on the foundation of the original Rogue in both aesthetics and in game play elements." Do you guys agree with this? _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Mon Mar 03, 2008 11:20 pm Post subject: |
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Roguelike is a rather free definition. On the wiki should stand whatever the majority of gamers use the term as and from my impression they usually mean "Any game where dungeons are created randomly", but it's really hard to tell.
I mean taking away all rogue aspects except randomness from a game makes it still feel more like a roguelike than if you remove the random aspect and leave the rest in it...
Only because the name still reflects that it has something to do with the game "Rogue" doesn't necessarily mean that the modern definition still has anything to do with that game (in fact most words in many languages have an origin that is far away from the modern definition).
I wouldn't touch the wiki unless I'm 100% sure how the majority of gamers understand the term. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Tue Mar 04, 2008 10:38 am Post subject: |
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Anyone besides Rya agree with this change before I attempt to make it? Any alterations need to be made? _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Tue Mar 04, 2008 11:08 am Post subject: |
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Here some input from others:
Quote: | 'roguelike' is a genre based on the game 'rogue': to qualify as a roguelike, a game must have most of: random dungeons, text graphics, top-down perspective, permanent death, item identification game, turn-based, dungeoncrawl. Assigning wroks to categories of genres is an art, not a science, and involves a consensus decision between everyone capable of judging the work. It's not a black-and-white, 'if-then-else' process (although you could get a good approximation by making a decision tree from catagorisation data collected from a heap of reviewers/critics) |
Quote: | Although the term roguelike is also a little easier to get hold of, as it's not as broad i.e. it implies that the game in question resembles the grandaddy of the genre, although as said, meanings may change over time. |
Quote: | A roguelike is any game in which the player avatar navigates a randomly/procedurally generated dungeon, from my point of view, though I imagine some people wouldn't call it a roguelike without some RPG elements. |
_________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Tue Mar 04, 2008 11:08 am Post subject: |
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I'd say that your definition is fine, Newb, but you should probably list all possible elements of rogue that come with being a rogue like, and emphasize the major ones. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Tue Mar 04, 2008 11:09 am Post subject: |
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Use the first sentence from my first quote then. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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