git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3493 c06c8d41-db1a-0410-9941-cceddc491573
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games: in the absence of a human moderator, games can either be soft
in the sense that optimal play ensures a win. Apart from 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 can be hard in
the sense explained above. We feel that the latter choice provides much
more fun in the long run.
games: Ideally, a game like this would be really challenging and have
both random layout and random course of action; yet still be winnable
with perfect play. This goal seems out of reach. Thus, computer games
can either be soft in the sense that optimal play ensures a win. Apart
from 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 can
be hard in the sense that unavoidable deaths can occur. We feel that the
latter 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 are
random as well, they provide several advantages: vaults offer challenges
that 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 between
safety and greed.