git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3445 c06c8d41-db1a-0410-9941-cceddc491573
B2QTPDKXHFWGVVV7MI5POKHHGCZLFLV6OHN4FPKIIHEGYL65STYQC CXIMQKHAORTQT6MN77TTYKK6IFIF6STKQWIMNAF54CFXAAQ5BKFAC RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC R5Q2OJMXNVK5RPXIKLTHHAOP67XOBB44AZKKZ2TOI3USPL6HACXAC WQU4ORZR2C52JNRTH5DN4XKNLEC4Q4SUZ7MLO6MBU6SSL2YXLSOAC PFQAR3EWCVJXCXU7VHWZOXA2FSYLFJ6EE3WG5FVOVYTXASCAXWEAC 5CBQGKSFXYQ6SKY3YK7B7GZMHXOOVQS37EGQ3EFPWKBOY73P47GAC Y3ZCJ2CZJYJAEB76HS4EY4GD64TDPPKANQVNDEH2OJPRDPZWJNYAC 5V47S4NNTHWTSAHV3YLO2VGH7JTUIYJ3GBPDN5ZM4UQALT2ZEXDQC You may ponder about the wisdom of certain design decisions of Crawl.
In a nutshell: This game aims to be a tactical fantasy-themed dungeoncrawl. We strive for strategy being a concern, too, and for exquisitegameplay and interface. However, don't expect plots or quests.You may ponder about the wisdom of certain design decisions of Crawl.
if you are used to other roguelikes and want a bit of background on thedifferences. In a nutshell, prime mainstays of Crawl development are thefollowing, most of which are explained in more detail below. Note thatalmost of all of these date back to Linley's first versions.
if you are used to other roguelikes and want a bit of background on thedifferences. Prime mainstays of Crawl development are the following,most of which are explained in more detail below. Note that many ofthese date back to Linley's first versions.
o avoidance of grinding (a.k.a. scumming)o in particular, permanent levels, shops won't buy, and food clocko clarity, i.e. playability without access to spoilerso class/race differentiation using skills and aptitudeso killing no-brainers (well, we try), e.g. no permanent intrinsicso replayability (using branches, different styles, and gods)o out of depth monsterso gameplay supporting interface _and_ newbie support
Major design goals:o challenging and random gameplay, with skill making a real differenceo meaningful decisions (no no-brainers)o avoidance of grinding (no scumming)o gameplay supporting painless interface and newbie support
One basic design principle is avoidance of grinding (also known asscumming). These are activities that have low risk, take a lot of time,and bring some reward. This is bad for a game's design because itencourages players to bore themselves. We try to avoid this!This explains why shops don't buy: otherwise players would hoover thedungeon for items to sell. Another instance: there's no infinitecommodity available: food, monster and item generation is generally notenough to support infinite play. Not messing with lighting also fallsinto this category: there might be a benefit to mood when players haveto carry candles/torches, but we don't see any gameplay benefit as yet.The deep tactical gameplay Crawl aims for necessitates permanent dungeonlevels. Many a time characters have to choose between descending orbattling. While caution is a virtue in Crawl, as it is in many otherroguelikes, there are strong forces driving characters deeper.Another key feature is clarity: things ought to work in an intuitiveway. Crawl definitely is winnable without spoiler access. Concerningimportant but hidden details (i.e. facts subject to spoilers) our policyis this: the joy of discovering something spoily is nice, once. (Anddisappears before it can start if you feel you need to read spoilers - alegitimate feeling.) The joy of dealing with ever-changing, unexpected,and challenging strategic and tactical situations that arise out oftransparent rules, on the other hand, is nice again and again.
Minor design goals:o clarity (playability without need for spoilers)o internal consistencyo replayability (using branches, races, playing styles, and gods)o proper use of out of depth monsters
The skills and aptitude system is one factor encouraging strategic play.It also serves to clearly differentiate the many species, thus providingreplayability, in particular since the class/race combinations are by nomeans homogeneous in difficulty. Note that a rough idea about aptitudesis definitely enough to win, yet players can optimise here, as well. Itcan be said that race differentiation is still not finished - we try tomake differentiation better by going beyond aptitudes alone. A weak spotof the current skill system is 'victory dancing', where characters spendthe experience accumulated in a big battle with stupid actions (likecasting Magic Dart at the wall) in order to increase specific skills.While this surely seems dubious, it also allows players to adapt theircharacters anytime during play - e.g. to make a transition from a puremelee fighter to a hybrid using enchantments. For this reason, changingthe experience system is no easy task.
Balance:The notions of balance, or being imbalanced, are extremely vague. Hereis our definition: Crawl is designed to be a challenging game, and isalso renowned for its randomness. However, this does not mean that winsare an arbitrary matter of luck: skill of the players will have thelargest impact. So, yes, there may be situations where you are doomed -no action could have saved your life. But then, from the midgame on,most deaths are not of this type: by this stage, almost all casualtiescan be traced back to actual mistakes; if not tactical ones, then of astrategical type, like wrong skilling (too broad or too narrow), unwiseuse of resources, or wrong decisions about branch/god/gear.The possibility of unavoidable deaths is a larger topic in computergames: in the absence of a human moderator, games can either be softin the sense that optimal play ensures a win. Apart from puzzles,though, this means that the game is solved from the outset -- this iswhere the lack of a human gamemaster is obvious. Or they can be hard inthe sense explained above. We feel that the latter choice provides muchmore fun in the long run.(The next topic can also be filed under balance; see Replayability forwhat balance does not mean to us.)
that's really not an interesting choice at all. And that's a horriblelost opportunity for fun. Examples for this are the resistances: thereare very few permanent sources, most involve a choice (like rings orspecific armour) or are only semi-permanent (like mutations). Another
that's really not an interesting choice at all. And that's a horriblelost opportunity for fun. Examples for this are the resistances: thereare very few permanent sources, most involve a choice (like rings orspecific armour) or are only semi-permanent (like mutations). Another
items in general. Likewise, there are no sure-fire means of life saving(the closest equivalents are controlled blinks, and good religious
items in general. Likewise, there are no sure-fire means of life saving(the closest equivalents are controlled blinks, and good religious
Concerning replayability again, Crawl's dungeon layout was alsoconstructed with this in mind: even veteran players will find the Tomb orthe Hells exciting (which are construed such that life endangeringsituations can always pop up - this tries to avoid the walking tankphenomenon). Another strong point is the religous system, because Crawlallows you to choose gods in the game, regardless of class or race (andeven to switch to other gods).
Anti-grinding:Another basic design principle is avoidance of grinding (also known asscumming). These are activities that have low risk, take a lot of time,and bring some reward. This is bad for a game's design because itencourages players to bore themselves. Even worse, it may be optimal todo so. We try to avoid this!This explains why shops don't buy: otherwise players would hoover thedungeon for items to sell. Another instance: there's no infinitecommodity available: food, monster and item generation is generally notenough to support infinite play. Not messing with lighting also fallsinto this category: there might be a benefit to mood when players haveto carry candles/torches, but we don't see any gameplay benefit as yet.The deep tactical gameplay Crawl aims for necessitates permanent dungeonlevels. Many a time characters have to choose between descending orbattling. While caution is a virtue in Crawl, as it is in many otherroguelikes, there are strong forces driving characters deeper.Interface:The interface is radically designed to make gameplay easy -- this soundstrivial, but we mean it. All tedious, but necessary, chores should beautomated. Examples are long-distance travel, exploration, and takingnotes. Also, we try to cater for different preferences: both ASCII andtiles are supported; as are vi-keys and numpad. Documentation is plenty,context-specific and always available in-game. Finally, we ease gettingstarted via tutorials.
Likewise, there are many fundamentally different playing styles todiscover (melee oriented fighter, stabber, etc.). There have been evendeliberate design choices that allow meta-styles: For example, Mummiesdo not need to eat and so are principally suited for an infinite play.On the precise opposite end, players who prefer to be rewarded foraccepting a more severe "food clock" can play Trolls with their massivestrength and regeneration from wounds, or Centaurs, with their amazingmissile skills and the speed to take advantage of them. Draconians, onthe other hand, reveal their adult form (including aptitudes, andsometimes resistances) only at level 7. These are a deviation from theusual rule that, after choosing a race, the complete future of thatcharacter lies in the hands of the player. Nearly every race in thegame "offers" a style of its own like the above! Sadly, however, atpresent some do so far less than others.
Clarity:Things ought to work in an intuitive way. Crawl definitely is winnablewithout spoiler access. Concerning important but hidden details (i.e.facts subject to spoilers) our policy is this: the joy of discoveringsomething spoily is nice, once. (And disappears before it can start ifyou feel you need to read spoilers - a legitimate feeling.) The joy ofdealing with ever-changing, unexpected, and challenging strategic andtactical situations that arise out of transparent rules, on the otherhand, is nice again and again.In concrete terms, we either spell out a gameplay mechanic explicitlyor leave it to min-maxers if we feel that the naive approach is goodenough.
From time to time a discussion about Crawl's unfair OOD (out of depth)monsters turns up, like a dragon on the second dungeon level. These arenot bugs! They serve as motivation, first of all: in many cases, such asituation can be survived somehow and the mental bond to the characterwill then surely grow. OOD monsters also help to keep more experiencedplayers on their toes. The same can be said of uniques. Also, frequentand early trips to the Abyss are not deficits: there's more than one wayout and possibly doing so should be exciting for all characters.
Consistency:While there is no plot to speak of, the game should still be set ina consistent Crawl universe. For example, names of artefacts should fitthe mood, vaults should be sensibly placed, and monsters should somehowfit as well. Essentially, this is about player immersion. As such, it'sgood to have in mind, but consistency is always secondary to gameplay.A typical example is player vs monster behaviour: while we try to makethese identical (or similar), there are good reasons for keeping themdistinct in certain cases.
Finally, the interface of Crawl is designed to be understood at a glanceand to support gameplay as far as possible. In particular, it shouldmake tedious activities (like making notes of important stashed items,or doing long travels) less tedious. This is how interlevel travel,autoexplore, the stash tracker, the dump file, inscriptions, and macrosgot into the game.
Replayability:This is actually quite important, but in some sense just a corollaryto the major design goals. Besides these, there are several otherpoints helping to make playing Crawl fun over and over again:* Many species, which actually play differently: This is partly due tothe skills and aptitude system. Similarly important are the built-instarting boni/handicaps of races; these often have great impact onplay. To us, balance does not mean that all combinations of class andrace play equally well! Some are much more challenging than others,and this is fine with us. Each race has at least some classes playingrather well, though.* Dungeon layout: Even veteran players will find the Tomb or the Hellsexciting (which are construed such that life endangering situations canalways pop up). These and other branches may or may not fit a givencharacter's buildup. By the way, we strongly believe that games arepointless if you can reach the invincible state.* Religion: This addresses new players, as getting to the Temple andchoosing a god becomes the first major task of most games. But religionis also a point in favour of replayability for experienced players,since the choice of god can matter as much as race does.* Playing styles: Related to species, class, god are fundamentallydifferent playing styles like melee oriented fighter, stabber, etc.Deciding on whether (and when!) to make a transition of style can makeor break games.
Still, we make a lot of effort to care for new players (who naturallyhave no access to most of these utilities). The tutorials are one stepin that direction, and, in general, all information should be clearlyavailable and documented in-game. The interface is designed with beingradically player-friendly and customisable.
Out of the depths:From time to time a discussion about Crawl's unfair OOD (out of depth)monsters turns up, like a dragon on the second dungeon level. These arenot bugs! Actually, they are part of the randomness design goal. Inthis case, they also serve as additional motivation: in many situations,the OOD monster can be survived somehow and the mental bond with thecharacter will then surely grow. OOD monsters also help to keep playerson their toes by making shallow, or cleared, levels still notr trivial.In a similar vein, early trips to the Abyss are not deficits: there'smore than one way out and successfully escaping is exciting for anyone.