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Just a question about roguelike mindset

 
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Jeff Lait

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Since: Oct 28, 2007
Posts: 18



(Msg. 16) Posted: Wed Nov 14, 2007 7:21 pm
Post subject: Re: Just a question about roguelike mindset [Login to view extended thread Info.]
Archived from groups: rec>games>roguelike>misc (more info?)

On Nov 14, 2:55 am, Graeme Dice <grd....TakeThisOut@NOSPAM.sasktel.net> wrote:
> Jeff Lait wrote:
> > On Nov 13, 4:14 pm, Graeme Dice <grd....TakeThisOut@NOSPAM.sasktel.net> wrote:
>
> <snip>
>
> >> No, but it is often arbitrary and completely unavoidable. Random
> >> unavoidable deaths are not one of the more attractive features of
> >> roguelikes.
>
> > Not only are they not one of the attractive features, they are not
> > even a feature. If random unavoidable deaths were at all common in
> > Roguelikes, I wouldn't be playing them. Roguelike authors can get
> > away with a heck of a lot less random and unavoidable deaths than
> > traditional game designers precisely because there is no save game
> > safety net.
>
> I'm sorry, but you're either massively underestimating the number of
> times you die in Roguelike games, are absolutely terrible at playing
> other non-roguelike CRPGs, or are one of the 1% (Probably much much
> less) of the worldwide population that's able to play an average
> Roguelike such as ADOM, Nethack, or Crawl without 95% of their
> characters dying.

And you are assuming that "death" implies "random and unavoidable
death".

I never said that frequent deaths is not a feature of roguelikes. It
certainly is. I even state that explicitly in the tutorial for
POWDER.

I agree with you that characters dying from random, unavoidable,
causes is unacceptable. I disagree that it is common.

> > I think the sort of people that claim that deaths are random and
> > unavoidable are the sort that attack every kiwi on sight, never
> > considering the possibility of *not* attacking it. Well established
> > psychological principles work against the roguelike. Faced with the
> > choice of blaming themselves for getting into a tight spot or blaming
> > the game for creating a tight spot, they target the game.
>
> Why shouldn't the player blame the game for killing their character?

Because they should also seriously consider the possibility that it
was user error. Otherwise they can't learn and improve their play.

Sometimes the game will be at fault. Sometimes the bug in my program
is a compiler error. But the first target of the blame should be
oneself.

> After all, it is the game that decides to place a Storm Dragon on level
> 2 in Crawl. (Or any of the vast array of monsters in Crawl that can kill
> a level 1-2 character from range in a single turn.) Or gnome with a
> wand of death in the Gnomish mines in Nethack. Or a claw bug that
> fights to the death in a blind rage in ADOM. How is careful play
> supposed to avoid these and the other common low-level instadeath
> situations that crop up in Roguelikes?

First, I don't think any of those situations are *common* instadeaths.

Second, those situations are frequently raised by roguelike players as
"bugs". This should be a clue that they are not normal ways for
players to die. If all deaths were equally random and unavoidable,
you wouldn't see people singling out those. IIRC, the nethack
tournament keeps showing Soldier Ants as the number one monster
killing players.

Consider off-screen breath attacks in Angband, for example. A good
example of an unavoidable instadeath. Or the potion of death. Or
monsters killing you when you first step into a level. One thing
these have in common is designers trying to *fix* these problems.

> >> Diablo II in hardcore
> >> mode is not a different game from Diablo II in normal mode.
>
> > Diablo II suffers in hardcore mode because the starting levels are way
> > too easy.
>
> The above statement is nothing more than you attempting to dodge the
> point. I claim that both modes are the same game, and you bring up some
> irrelevancy about the game being "too easy" in one mode.

I'm sorry. I misunderstood the purpose of your Diablo II comment. I
didn't realize it was an attempt to state that RPG == Roguelike by
saying that Diablo II normal is an RPG and hardcore a Roguelike.

Diablo II, in both modes, is a roguelike in the *Band model. It is,
despite any quest pop-up trappings, played as a roguelike, not an
RPG. Note that while Diablo II lacks permadeath in normal mode, it
also lacks savescumming. You Quit and Save. Not save. Your decision
to gamble $10k on that item? Permanent. Chose those stats? No going
back.

> >>> The problem is that people have been taught by RPGs that the correct
> >>> process is to save & reload until they get past each obstacle. There
> >>> is nothing wrong with games designed to play this way - it works well
> >>> with static content games designed to be consumed and "won".
> >>> Roguelikes, for all their RPG trappings, are not this sort of game.
> >> Yes, they most certainly are exactly that type of game.
>
> > If you are under the delusion that you should savescum your way to
> > completing roguelikes, no wonder you would consider them filled with
> > arbitrary and random deaths.
>
> Why would you bring up savescumming, except to attempt to discredit my
> argument by associating it with a behaviour that you dislike?
> Roguelikes, at least modern ones that have any kind of following, play
> almost exactly like a traditional CRPG. They have a well-defined goal
> that the player is attempting to reach. Upon reaching this goal, the
> game is finished.

Well, I guess Soccer is an RPG as well. It also has a well defined
goal (scoring the most points) that the player is trying to reach. On
reaching this goal, the game is finished.

I brought up savescumming because it is a concise shorthand to
describe the difference between the two play styles.

An RPG provides a series of fixed challenges to be overcome. For each
challenge, one saves/restores to until that challenge is surpassed.
Starting from the beginning each time would be silly as the earlier
challenges are already solved.

A roguelike randomizes the challenges. Overcoming one particular
challenge isn't the goal, rather it is learning how to overcome the
class of challenges. Starting from the beginning presents new
challenges and different slices of the class of challenges, so is a
valuable learning activity.

> > In my first exposure to Nethack I approached it like a standard RPG.
> > Something to be "won". Frustrated with "random and arbitrary" early
> > deaths, I turned to explore mode. Soon I found myself having to hit
> > the "Yes, I want to cheat death" key every other turn.
>
> Nethack is hardly a good example to use in any discussion where you want
> to claim that a game doesn't have random and arbitrary deaths. The
> number of spoilers that are required to make playing Nethack anything
> other than an exercise in utterly futility is immense. I certainly hope
> you aren't going to suggest playing Nethack spoiler free, since I doubt
> you'd enjoy trying to figure out what items give you magic resistance,
> and that magic resistance allows you to avoid death attacks.

If spoilers allow people to avoid these deaths, the deaths can't
really be called "random and arbitrary" can they? Just because I
can't solve a rubiks cube without consulting a spoiler doesn't mean
that the rubiks cube solution is "random and arbitrary".

> >> Why else would
> >> nearly every roguelike have a well-defined winning state?
>
> > To complete the Hero's Journey, of course. The fact the game has a
> > "You can get on with life now" state says nothing about how that state
> > is supposed to be achieved.
>
> > An RPG is won when you chew through the set encounters and get to the
> > final scene.
>
> > A roguelike is won when you figure out how to manage your resources,
> > your tactical position, and the quirks of the game to return the
> > foozle to the surface. Despite the RPG trappings, a roguelike is more
> > like Chess and an RPG more like a novel. An RPG is consumed, a
> > roguelike is learned.
>
> Actually, for the vast majority of Roguelike players that I know, a
> Roguelike is consumed in exactly the same manner that a traditional RPG
> is consumed. It is played until it is completed once.

You have pointed out that the end-state is the same. The foozle is on
the surface, the world is saved. This does not reflect on how someone
GOT to the end state. That is the difference in consumption I'm
talking about.

To get to the end of the RPG you have to play through considerable
static content to reach the end. To get to the end of a roguelike,
you have to learn the underlying system and then apply that on a
successful run to the end.

> At that point,
> the player sets the game down, and ignores it, since they have plenty of
> other games to play and don't see any reason to bother beating a puzzle
> that they have already figured out.

Exactly. And this is a very good thing. People shouldn't waste their
times on puzzles that they have figured out. I'm a big proponent of
their being a "Win" state in roguelikes for just this reason. It is
the blessing of the developer to the player that they can go on with
their life.

> >> It's not a good game decision just because the designer meant for the
> >> player to die hundreds of times on the first level (or more likely never
> >> bothered to balance the game in the first place).
>
> > I think you got confused. Playing the first level hundreds of times
> > doesn't necessarily mean dying on the first level hundreds of times.
> > I must be in my thousands of games of POWDER which means I've run
> > through that first level thousands of times. And it is still
> > interesting.
>
> Who, besides the developer, would be the least bit interested in
> completing a game hundreds of times?

I'm not sure if I'd want to complete POWDER hundreds of times. If I
solved the puzzle to that extent it would be time to move to a new
puzzle. I know of POWDER players who have moved on for just this
reason - they solved the puzzle of the game.

> For the average player, every
> character that doesn't complete the game simply adds to total of number
> of hours wasted on pointless characters.

Surprise. Shock. The hours spent on a successful character are
wasted as well. There is no $10,000 prize. If all you want is a
YAVP, you can just go post one. No need to waste any time playing the
game.

Playing games is supposed to be a waste of time.

If you want to put a notch in your belt for having "won" a roguelike,
you have to win it on its terms. This means not just brute forcing
your way to the win page. It means learning the system of the
roguelike so you can make it to the win page. Breaking open a Rubiks
Cube and reassembling it in the correct configuration means I reach
the "win" page. It doesn't mean I've won the game, however.

BTW, thank you for providing such a strong foil to my arguments. Your
comments have helped clarify my own understanding of the differences
between roguelikes and RPGs.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)

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Jeff Lait

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Since: Oct 28, 2007
Posts: 18



(Msg. 17) Posted: Wed Nov 14, 2007 7:23 pm
Post subject: Re: Just a question about roguelike mindset [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Nov 14, 12:37 pm, David Damerell <damer....TakeThisOut@chiark.greenend.org.uk>
wrote:
> Quoting Jeff Lait <torespondisfut....TakeThisOut@hotmail.com>:
>
> >I think the sort of people that claim that deaths are random and
> >unavoidable are the sort that attack every kiwi on sight, never
> >considering the possibility of *not* attacking it.
>
> Guilty as charged.

Version 091 has a special signpost in the tutorial for the likes of
you.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)

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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 18) Posted: Wed Nov 14, 2007 8:19 pm
Post subject: Re: Just a question about roguelike mindset [Login to view extended thread Info.]
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Quoting Jeff Lait <torespondisfutile DeleteThis @hotmail.com>:
>On Nov 14, 2:55 am, Graeme Dice <grd... DeleteThis @NOSPAM.sasktel.net> wrote:
>>a level 1-2 character from range in a single turn.) Or gnome with a
>>wand of death in the Gnomish mines in Nethack.
>First, I don't think any of those situations are *common* instadeaths.

We're up to, what, a 26-win streak on nethack.alt.org? Not common at all.
--
David Damerell <damerell DeleteThis @chiark.greenend.org.uk> Kill the tomato!
Today is Olethros, November - a weekend.
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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 19) Posted: Wed Nov 14, 2007 8:19 pm
Post subject: Re: Just a question about roguelike mindset [Login to view extended thread Info.]
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Quoting Jeff Lait <torespondisfutile RemoveThis @hotmail.com>:
>On Nov 14, 12:37 pm, David Damerell <damer... RemoveThis @chiark.greenend.org.uk>
>>Quoting Jeff Lait <torespondisfut... RemoveThis @hotmail.com>:
>>>I think the sort of people that claim that deaths are random and
>>>unavoidable are the sort that attack every kiwi on sight, never
>>>considering the possibility of *not* attacking it.
>>Guilty as charged.
>Version 091 has a special signpost in the tutorial for the likes of
>you.

H'ruth hates kiwis anyway. All kiwis must die.
--
David Damerell <damerell RemoveThis @chiark.greenend.org.uk> Kill the tomato!
Today is Olethros, November - a weekend.
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Momaw

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Since: Oct 26, 2007
Posts: 4



(Msg. 20) Posted: Fri Nov 16, 2007 10:29 am
Post subject: Re: Just a question about roguelike mindset [Login to view extended thread Info.]
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Some very interesting discussion in this thread, thanks to all those who have participated. And please continue to do so, obviously Smile

I thought I'd share some thoughts in response to what others have put in.

First off, a "stupid death" in my book is one that the player could not have realistically avoided. I see these as fundamental game flaws in a design concept seemingly about playing intelligently. Examples of stupid deaths include:
- instantly fatal traps that are placed with little regard for how a player is meant to have known there was a trap there, particularly irritating for character types who don't have trap detection equipment or skills.
- aggressive, mobile monsters that can kill you in one hit. Especially aggressive, mobile monsters that have keen senses (detection inevitable) and move quickly (escape unlikely) or used ranged attacks (escape impossible).
- save-or-die magic. While it isn't fair to give the player this and not the monsters, there's only 1 player and an infinite supply of monsters. This is only acceptable if there are clearly defined infallible defenses against it, available to all characters.
- arbitrary resistances coupled with inadequate equipment. You need a magic weapon of +27961 or better to affect this monster... But you don't have a +27961 weapon so the monster eats you.

I believe some types of monsters an situations SHOULD kill you ever time no matter what you do... The thing is, they need to be readily identifiable and avoidable.

Basically, my opinion is that every character death should have an easily answerable question: What was I doing wrong? That, with appropriate preparation and caution, you should not die (if anybody says "just run away", you better be ready to prove that this is actually possible; and "just use stealth" isn't a valid answer because not all character concepts can). That if you cannot answer the question except by saying "The RNG hated me", there is a flaw in the game's design.

A lot of the trouble here is due to roguelike randomness and variety. There usually several slews worth of different monsters, each with their own different attacks and defenses. To play intelligently, you require appropriate counters to each of those slews of monsters. Which typically means you need slews of different items/capabilities/skills. Which you usually can't rely on getting due to character advancement limitations, time constraints, or just plan random drops.

People don't stop playing chess after one winning game: chess also isn't random or weighted to favor one side.
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dpeg

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Since: Nov 03, 2007
Posts: 24



(Msg. 21) Posted: Sat Nov 17, 2007 1:24 am
Post subject: Re: Re: Just a question about roguelike mindset [Login to view extended thread Info.]
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Momaw wrote:

> First off, a "stupid death" in my book is one that the player could not
> have realistically avoided. I see these as fundamental game flaws in a
> design concept seemingly about playing intelligently.

I would second that. Let me point out that by the very nature of roguelikes,
stupid deaths should become rarer as you progress. It is probably a matter
of taste if there shouldn't be any stupid deaths at all (Nethack probably
comes close) -- this always has the drawback that the game might be more
timid and less varied (ie. less fun to some).

> Basically, my opinion is that every character death should have an easily
> answerable question: What was I doing wrong? That, with appropriate
> preparation and caution, you should not die (if anybody says "just run
> away", you better be ready to prove that this is actually possible;

Crawl is hard (probably just 'bad' in your regard) early on: there can be
way out of depth monsters. This is intended: you are supposed to carefully
circumvent them, and come back later. This approach assumes that not all
early levels feature overly nasty monsters. In a sense, we are relying on
the law of large numbers here.

> A lot of the trouble here is due to roguelike randomness and variety.

Precisely these are major virtues at the same time. It is a tradeoff. And
probably also always a matter of taste. Game A may be too random and
arbitrary for you while game B is just fine; while I may find A fine and B
too narrowminded and boring.

> People don't stop playing chess after one winning game: chess also isn't
> random or weighted to favor one side.

This analogy shouldn't be stretched too far. I am playing Go for very
different reasons than I play roguelikes. But I definitely will play
roguelikes much longer than I spend time with static content games. (The
variation in Go or Chess comes from having a human opponent, and being
extremely rich games in themselves, even if full information and
everything.)

David
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R. Dan Henry

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Since: Mar 25, 2005
Posts: 615



(Msg. 22) Posted: Mon Nov 19, 2007 6:55 am
Post subject: Re: Just a question about roguelike mindset [Login to view extended thread Info.]
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On Wed, 14 Nov 2007 19:23:08 -0000, Jeff Lait
<torespondisfutile DeleteThis @hotmail.com> wrote:

>On Nov 14, 12:37 pm, David Damerell <damer... DeleteThis @chiark.greenend.org.uk>
>wrote:
>> Quoting Jeff Lait <torespondisfut... DeleteThis @hotmail.com>:
>>
>> >I think the sort of people that claim that deaths are random and
>> >unavoidable are the sort that attack every kiwi on sight, never
>> >considering the possibility of *not* attacking it.
>>
>> Guilty as charged.
>
>Version 091 has a special signpost in the tutorial for the likes of
>you.

I would find it easier if you had chosen to make your level-1 killers
something other a rather harmless little bird that shares its name with
a fruit. Something that sounds like maybe you shouldn't mess with it.
Like "wolverine" or "death snail".

--
R. Dan Henry
danhenry DeleteThis @inreach.com
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Jeff Lait

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Since: Nov 19, 2007
Posts: 111



(Msg. 23) Posted: Mon Nov 19, 2007 8:13 am
Post subject: Re: Just a question about roguelike mindset [Login to view extended thread Info.]
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On Nov 19, 9:55 am, R. Dan Henry <danhe... DeleteThis @inreach.com> wrote:
> On Wed, 14 Nov 2007 19:23:08 -0000, Jeff Lait
>
> <torespondisfut... DeleteThis @hotmail.com> wrote:
> >On Nov 14, 12:37 pm, David Damerell <damer... DeleteThis @chiark.greenend.org.uk>
> >wrote:
> >> Quoting Jeff Lait <torespondisfut... DeleteThis @hotmail.com>:
>
> >> >I think the sort of people that claim that deaths are random and
> >> >unavoidable are the sort that attack every kiwi on sight, never
> >> >considering the possibility of *not* attacking it.
>
> >> Guilty as charged.
>
> >Version 091 has a special signpost in the tutorial for the likes of
> >you.
>
> I would find it easier if you had chosen to make your level-1 killers
> something other a rather harmless little bird that shares its name with
> a fruit. Something that sounds like maybe you shouldn't mess with it.
> Like "wolverine" or "death snail".

I dunno. When I saw a kiwi it didn't look that harmless! They have a
serious beak to them. Also, I'm greatly suspicious of any bird that
figures it doesn't need to fly anymore. That strongly suggests it has
something up its sleeve. Finally, note that the Kiwi has managed to
outlast the Moa, again belying its "harmless" nature.

From e'x'amining a kiwi in POWDER:

The kiwi, native to New Zealand, is peculiar in that it is not just a
flightless bird, but a wingless bird as well. Its nocturnal habit
allows it to live peacefully in the depths, feasting on insects
snuffled out with its long beak. Antagonizing the kiwi is strongly
discouraged for that same snout can inflict a devastating piercing
attack.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)
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R. Dan Henry

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Since: Mar 25, 2005
Posts: 615



(Msg. 24) Posted: Tue Nov 27, 2007 6:26 pm
Post subject: Re: Just a question about roguelike mindset [Login to view extended thread Info.]
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On Mon, 19 Nov 2007 08:13:31 -0800 (PST), Jeff Lait
<torespondisfutile DeleteThis @hotmail.com> wrote:

>On Nov 19, 9:55 am, R. Dan Henry <danhe... DeleteThis @inreach.com> wrote:

>> I would find it easier if you had chosen to make your level-1 killers
>> something other a rather harmless little bird that shares its name with
>> a fruit. Something that sounds like maybe you shouldn't mess with it.
>> Like "wolverine" or "death snail".
>
>I dunno. When I saw a kiwi it didn't look that harmless! They have a
>serious beak to them. Also, I'm greatly suspicious of any bird that
>figures it doesn't need to fly anymore. That strongly suggests it has
>something up its sleeve. Finally, note that the Kiwi has managed to
>outlast the Moa, again belying its "harmless" nature.

The moa was big and tasty and was taken down by humans. The kiwi is
small (and therefore bred in greater numbers) and did not make such
appealing meals. They lost flight because there were no major predators
on New Zealand for a long time and without a need to escape danger,
aerial locomotion was wasting energy. Now they are endangered because
mammalian predators (such as pigs and house cats) have reached their
homeland.

>From e'x'amining a kiwi in POWDER:
>
>The kiwi, native to New Zealand, is peculiar in that it is not just a
>flightless bird, but a wingless bird as well. Its nocturnal habit
>allows it to live peacefully in the depths, feasting on insects
>snuffled out with its long beak. Antagonizing the kiwi is strongly
>discouraged for that same snout can inflict a devastating piercing
>attack.

Oh, I didn't say you didn't give them a suitable description for their
fearsome attack, but who trusts those little flavor text blurbs? Smile

--
R. Dan Henry
danhenry DeleteThis @inreach.com
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