"Dedicated softcore" is why usage of the term "hardcore" sucks. *snicker*
I tend to like random generation in my own projects because I like to focus on the mechanics more than the content. If I don't make things random then I add the ability for players to generate their own content. Either way, I try to shove it on to somebody else. ;)
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ACWraith wrote:
"Dedicated softcore" is why usage of the term "hardcore" sucks. *snicker* I think of myself as a softcore gamer, because I don't attempt to focus on "winning". I reserve anyone who plays to win as a "hardcore" gamer. However, as I do spend a significant portion of my time playing games, I also think of myself as a dedicated gamer. Hence, dedicated softcore gamer -- the "dedicated" word was intended to modify the word "gamer", not the word "softcore". Random generation is also quite good for upsetting the machinations of power gamers. If you can kill troll after troll after troll and you gain a title "troll slayer" after killing twenty trolls, a troll that has somehow managed to acquire a "girdle of proof against troll slayers" would certainly mix things up a bit. |
Jtgibson wrote:
Random generation is also quite good for upsetting the machinations of power gamers. If you can kill troll after troll after troll and you gain a title "troll slayer" after killing twenty trolls, a troll that has somehow managed to acquire a "girdle of proof against troll slayers" would certainly mix things up a bit. You don't need random generation for that though... and it might be more effective if you designed it that way (rather than relying on random generators to come up with such rare situations): "Any monster you hunt too much becomes resistant to your attacks." Heh, heh, heh. I like. |
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to be interesting, games have dynamic aspects. in rogue, the random maps make it dynamic. in halo, the unpredictable behavior of a human opponent makes it dynamic. if a game has several dynamic aspects, they don't necesarily compound. for example, an FPS relies on using the same, complex maps over and over to allow players to develop strategies for specific maps. even if halo had a random map generator, most people would go until it comes up with a good map and just play that one repeatedly.
while one game is clearly superior, both rogue and halo are just trying to accomplish the same thing: being an interesting game worth playing more than once. rogue has to have random maps because of the predictable and repetitive gameplay. halo has to have predictable and repetitive maps because of the random gameplay.
SuperAntx wrote:
the layout of the dungeon isn't so important. if the tunnel bends to the left instead of the right, it doesn't really change the whole dungeon experience. what matters more is the types of enemies you're up against and what types of people are in your group.