git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3493 c06c8d41-db1a-0410-9941-cceddc491573
M4BW5PJAGARKPCRGBLZEM4FDPIERPSDEVSZOQS2INVSF2SX32Y3QC games: 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.
games: Ideally, a game like this would be really challenging and haveboth random layout and random course of action; yet still be winnablewith perfect play. This goal seems out of reach. Thus, computer gamescan either be soft in the sense that optimal play ensures a win. Apartfrom puzzles, though, this means that the game is solved from the outset-- this is where the lack of a human gamemaster is obvious. Or they canbe hard in the sense that unavoidable deaths can occur. We feel that thelatter choice provides much more fun in the long run.Crawl has a huge number of handmade vaults/maps to tweak the randomness.While the placement, and often parts of the contents, of such vaults arerandom as well, they provide several advantages: vaults offer challengesthat are very hard to get via just random monster and layout generation;they may center on some theme, providing additional immersion; finally,they will often contain some loot, forcing players to decide betweensafety and greed.