From: David P. <pl...@mi...> - 2007-08-10 15:16:09
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Hi all, still a bit shocked about the reaction (and even more so by Darshan's vote for having all of them possible), I utter a hilarious idea here. (I only do this because the last hilarious idea of mine, Beogh's water walking, meant unanimous approval.) We start the game with a very tight set of combinations (like the one Johanna and me came up with). Meaningful games will unlock new combinations. (See below for some details.) Yes, this may be awkward for a roguelike - I know this idea from arcade games (where you unlock a new shooter by winning in a certain way, for example). Here's the basic advantages and drawbacks: + the newbie sees precisely the good choices + the better you get, the more bizarre combinations you gonna play + thus, it adds a lot to longplay motivation (believe me on this) - you cannot play your awkward combination straight from the box (but, please, think as designers in this discussion, not only as players) - we get nailed down on having transferable score files (the scores formats could actually change, but then we'd need scripts or something to update them) Please don't dismiss this off-handedly - I am convinced it could help both you and us. (And like Johanna, I'd try to keep the starting screen unlittered.) David PS: Some rough ideas on the word meaningful: * getting three different runes (no matter in how many games) with a species unlocks a new role * new (private) records (measured in runes) unlock new combinations; bizarreness related to number of runes * conducts could go in Actually, unlocking stuff could be much easier: * reaching the Temple with a race could give a new class for that race * similar with other benchmarks (setting foot in Zot and so on) |