Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site wjvax.UUCP Path: utzoo!utcs!lsuc!pesnta!wjvax!ron From: ron@wjvax.UUCP (Ron Christian) Newsgroups: net.games,net.games.rogue Subject: Re: Opinion on modifying sources for games (Fido) Message-ID: <355@wjvax.UUCP> Date: Thu, 14-Feb-85 23:15:12 EST Article-I.D.: wjvax.355 Posted: Thu Feb 14 23:15:12 1985 Date-Received: Fri, 15-Feb-85 04:28:48 EST References: <712@uwmacc.UUCP> Organization: Watkins Johnson, San Jose, Calif. Lines: 43 Xref: utcs net.games:1461 net.games.rogue:2375 My two cents: There is more than one kind of difficulty in a game. A game can be difficult when it makes you think, or exercises some skill. A game can also be difficult by requiring so much patience on the part of the player that he loses when he gives up. Like seeing how many times one can do a repetitive task. This is not fun, in my opinion. The strong suits in Hack (and rogue, et. al.) are complexity, and the level of problem solving. That is, there are many ways around a particular problem, even those not considered by the original author. Repetitive tasks that a) do not add to the realism of the game, and b) require no brains or stratagy, should be designed out when possible. Now: It's not realistic to assume a tame dog will go wild if I leave it for a moment, just because my elevation has changed. This 'feature' disallows the stratagy of ducking down trap doors or down/up stairs to escape nasties, which adds to the complexity and enjoyment of the game. The random factor seems a bit unfair as well, as the damn dog often steps on a trap door and ultimately turns on you. Bah. Take it out. Perhaps a time limit to be off the same level before he goes wild, but forget it. Easier to just comment out the code. You know what? People started to actually take their dogs along, instead of killing them off right away. Now, as to making the game easier, I don't think I changed that much. It *did* make the game less tedious by a whole bunch, which is what I was after. I have had as many as five tame animals at a time. Try to get them all down the stairs at once! BTW: On my machine the two-handed-sword is tops in the weapon department, just like old rogue. It still has the disadvantage of not allowing you to wear a shield, so there! I plan to make it a whole lot less effective in corridors, as opposed to wide open spaces. This adds to realism. "Your sword clangs off the corridor wall. The Dragon hits!" In my version there is a remote chance that something ugly will happen if you wield an unknown two-hander. You see, I'm a Michael Moorcock fan...... -- Ron Christian (Watkins-Johnson Co. San Jose, Calif.) {pesnta,twg,ios,qubix,turtlevax,tymix}!wjvax!ron