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Archived from groups: rec.games.roguelike.development (More info?)
Ok, here goes my though about power inflation. Feel free to add your own
or comment on those already here
Roguleike games usually need some kind of power inflation. You have to
make the player character become stronger and stronger, and,
symmetrically, you have to give him stronger and stronger opponents, to
maintain his interest and difficulty level.
Why is that? What puprose does it serve?
I believe thre are several puproses, but the main, most important one is
the feeling of achievement, of progress.
It surely gives you much satisfaction when you can kill easily the
monsters that you run from some time ago. But remember that once you get
used to this, the weak monsters become nothing more than annoyance.
There ore other methods of achieving this feeling of becoming strong.
In Z-Day I included several weapons that were seriously overpowered.
The chainsaw, that will instant-kill any zombie that comes close enough,
the molotov coctail that can set on fire whole groups of zombies, etc.
They give you the feeling of being much stronger, but they don't last
long. And since there are time penalties for changing your wepons, you're
likely to use them up in a single burst.
This way, you're left with the feeling of power and exactly the same power
as before.
Such `expiring' powerups can be used to limit the power inflaqtion while
still making it fun.
Another aspect is the progress of the game itself. Strong monsters usually
guard places you shouldn't go at the beginning. Once you play a while and
become stronger, you can go farther, deeper, higher, etc.
It's pretty important in roguelikes, since there's usually not much of
a plot that could give similar feeling of progress.
But still, there are other ways. The Final Fantasy series (and many other
console crpg) used a scheme with various methods of transportation.
You begin your adventure traveling 'per pedes', so most terrain kinds are
impassable for you. You gradually get better means of transport -- mounts,
teleports, boats, flying mounts, flying boats, etc. which extend your
range considerably.
Offcourse, this still needs some kind of progress between you find the
vehicles. But the progress doesn't have to be combat-oriented. Some
simple quests, earning money (to nuy vehicles), gaining skills (to control
vehicles), etc. are always options.
And remember, when equipment uses up or breaks, it will never become much
of `destabilizing factor' in your game.
--
Radomir @**@_ Bee! .**._ .**._ .**._ .**._ zZ
`The Sheep' ('') 3 (..) 3 (..) 3 (..) 3 (--) 3
Dopieralski .vvVvVVVVVvVVVvVVVvVvVVvVvvVvVVVVVVvvVVvvVvvvvVVvVVvv.v.
Ok, here goes my though about power inflation. Feel free to add your own
or comment on those already here
Roguleike games usually need some kind of power inflation. You have to
make the player character become stronger and stronger, and,
symmetrically, you have to give him stronger and stronger opponents, to
maintain his interest and difficulty level.
Why is that? What puprose does it serve?
I believe thre are several puproses, but the main, most important one is
the feeling of achievement, of progress.
It surely gives you much satisfaction when you can kill easily the
monsters that you run from some time ago. But remember that once you get
used to this, the weak monsters become nothing more than annoyance.
There ore other methods of achieving this feeling of becoming strong.
In Z-Day I included several weapons that were seriously overpowered.
The chainsaw, that will instant-kill any zombie that comes close enough,
the molotov coctail that can set on fire whole groups of zombies, etc.
They give you the feeling of being much stronger, but they don't last
long. And since there are time penalties for changing your wepons, you're
likely to use them up in a single burst.
This way, you're left with the feeling of power and exactly the same power
as before.
Such `expiring' powerups can be used to limit the power inflaqtion while
still making it fun.
Another aspect is the progress of the game itself. Strong monsters usually
guard places you shouldn't go at the beginning. Once you play a while and
become stronger, you can go farther, deeper, higher, etc.
It's pretty important in roguelikes, since there's usually not much of
a plot that could give similar feeling of progress.
But still, there are other ways. The Final Fantasy series (and many other
console crpg) used a scheme with various methods of transportation.
You begin your adventure traveling 'per pedes', so most terrain kinds are
impassable for you. You gradually get better means of transport -- mounts,
teleports, boats, flying mounts, flying boats, etc. which extend your
range considerably.
Offcourse, this still needs some kind of progress between you find the
vehicles. But the progress doesn't have to be combat-oriented. Some
simple quests, earning money (to nuy vehicles), gaining skills (to control
vehicles), etc. are always options.
And remember, when equipment uses up or breaks, it will never become much
of `destabilizing factor' in your game.
--
Radomir @**@_ Bee! .**._ .**._ .**._ .**._ zZ
`The Sheep' ('') 3 (..) 3 (..) 3 (..) 3 (--) 3
Dopieralski .vvVvVVVVVvVVVvVVVvVvVVvVvvVvVVVVVVvvVVvvVvvvvVVvVVvv.v.