Archived from groups: rec.games.roguelike.development (
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jude hungerford wrote:
> How do people feel about Crawl's arrangement in the Orcish Mines, where
> there are distinct segments to the levvels which must either have
> tunnels dug, or all stairs explored to find the little nooks? I always
> liked this, but the only comments I've heard from other people have
> been negative.
I like it, because it creates an interesting strategic challenge. The
player can approach it with a wide variety of solutions, each with their
own costs and benefits, and has to choose wisely between them. Just a
smattering of examples:
- Try to break in at random using scrolls of teleportation? Requires
little thought or effort, but wastes a fairly rare resource, potentially
for no gain, and may land me in the middle of trouble if it "succeeds."
And what if I run out of scrolls (they get fried) while I'm in the new
section, and there are no up stairs hidden there or safely reachable
from there?
- Teleport using a ring of teleportation? Might also land me in trouble,
otherwise a pretty good choice except for the food cost.
- Dig with a wand of digging? Sure am lucky to have one so early in the
first place... but anyway, what if I need it later? They don't grow on
trees...
- Dig by turning the wall squares into earth elementals via a Stone of
Earth Elementals? Costs me no precious non-renewable
teleportation/digging permanent resources, but I'll have to fight the
elementals, and healing between battles may cost me food, and if I'm
worshipping a god with "piety leak," it'll cost me piety too.
- Learn the Dig spell? Spell slots don't grow on trees either, it's too
high-level to cast with poor skill, and Transmigration skill is only
really useful if you shape your development to make it useful...
The ring of teleportation and stone of earth elementals are interesting
in that these two items are rarely useful elsewise (though that could
also be considered a Bad Thing).
I think the reason people don't like the spotty-level phenomenon is that
they first encounter it at a time when they don't realize how many
options they have, and it's just after they're starting to think Crawl
is fair *after* all, and it looks so unfair upon first glance that it
comes as a death knell for some folks' budding, fragile enjoyment of
this initially frustrating game.
Erik