DRL > Discussion
Nightmare! difficulty not Accessible to slow players
Radagast:
Not being fair is pretty fine as I said. Obviously I seek something harder when I choose nightmare over UV to give me incentive and motive through challenge alone.
But having to compromise my RL to play 5 or 10 or 20 hours straight just to finish one single run, is certainly the most silly thing I ever encountered in game design from the days of my youth. - it's not personal, I just feel that way about it -
If the game was indeed a coffee break game I might have thought otherwise, I certainly wouldn't have that issue.
Anyone who has played desktop dungeons?? Now THAT's a coffee-break roguelike game.
But srsly this game would be coffee-break only if it had just 10 levels or so. With no special levels at all. I'm pretty sure in oldest versions of doomrl, you wouldn't even care to save and exit since the game was so short in length. But with 10+ special levels and another 24 normal levels, how anyone would even remotely think of this as a coffee-break game is truly beyond me.
Not to mention the Ao100 and now the even more absurd Ao666 challenge game. You might as well change the difficulty name "Nightmare!" to "2Dev" difficulty in the end, since you are just targeting a 1-2% of the player base after all, blocking almost all the others. And I thought accessibility in open source gaming, was by far the most important part of game design.
Have fun trying to finish Ao666 taking weeks or even months of your life with a powered-on computer. Just pray to the Goddess of Luck Tymora that no power failure happens. And that no-one else in your family might accidentally shut down or restart your computer........
Klear:
It might be best to think of DoomRL as roguelike rather than a coffee break game. You'll suddenly find it extremely forgiving and accommodating. In my days of youth, there often wasn't any saving at all...
Oh, and archangel of humanity already has the difficulty rating of "twodev" =P
Radagast:
--- Quote from: Klear on March 28, 2013, 07:15 ---It might be best to think of DoomRL as roguelike rather than a coffee break game. You'll suddenly find it extremely forgiving and accommodating. In my days of youth, there often wasn't any saving at all...
--- End quote ---
@Klear, just fyi I'm 31 and started with Ataris/Amigas and DOS playing b&w games before color and windows OSes appeared. I grew up with a pc since I was 4 or 5 always a gamer. Even if there wasn't a save game option in many of that eras games, it doesn't mean they necessarily needed one. Most were too short to actually need one. The ones with real good design though, had also that aspect of the game covered.
I still love oldschool games from the 80s-90s, at times I even play some of them just for the nostalgy, but the fact that we could not save in all games of our youth does not mean that it was in any way "good" or "convenient". We just accepted it back in the day cause we didn't have much choice. Nor does it mean that we should be using those days as excuses for bad modern design. Things change. Eras change. Just my two cents.
PS: Also we were kids at the time, which means we had endless free time, which also means we didn't care that much if something did have a save feature or not. A bad comparison for the roguelike genre, since it is not exactly a kid-friendly genre. Imagine playing adom as an 8 year old? Obviously we can't. When you see something new as a kid, you get excited easily, you don't really see the faults in it, you ignore them. This doesn't mean old games were flawless though and that we should make new modern games based on their faults too...Does it?
Lord Typh:
You know, you could just try having a 'Suspend' option in place of a save feature. If you wanna stop and come back to it later, just suspend the game and it'll close. When you load up a suspended game, it deletes what was saved and loads it up for ou, preventing save-scumming.
Sound alright?
Klear:
--- Quote from: Lord Typh on March 28, 2013, 08:24 ---You know, you could just try having a 'Suspend' option in place of a save feature. If you wanna stop and come back to it later, just suspend the game and it'll close. When you load up a suspended game, it deletes what was saved and loads it up for ou, preventing save-scumming.
Sound alright?
--- End quote ---
How is that different from the way saves already work?
In any case, I believe the point is not to discourage save-scumming per se, more like to make sure n! doesn't play soft with the player.
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