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Archived from groups: rec.games.roguelike.development (More info?)
Bear in mind, this is just an idea. It's an intellectual exercise,
and I have no intention of taking this idea any further, except
perhaps as a 7DRL.
My thought is, would it be possible to take a genre as combat
intensive as roguelikes, and create a game without that element in it?
I think so, although it'd be tricky. Now, I'm sure a few people
will argue that a roguelike without combat isn't really a roguelike,
but I disagree. I don't see combat as being a definitive component,
unlike random levels, which are.
Firstly, you'd have to find a setting in which combat is either rare
or nonexistant. A deserted island would be ideal for this, plus it
has the additional benefit of being an untapped theme in the genre.
No combat necessary. Survival is key, however, as is the long-term
goal of getting rescued.
It could be somewhat Harvest Moon-ish, on the agricultural side, and
have fishing and the like. Not to mention the ability to gather fresh
fruit. Also, you could potentially have the very interesting sub-game
involving construction with primitive tools, such as the building of
shelter, fences (to keep animals away from your food), etc. To keep
in touch with its RL roots, you could have a series of caves
throughout the island, each one containing a component necessary to
fixing a radio, to help you get rescued (yes, it's a kludgey little
hack, and implausible, but, it's a game, so, oh well). To make the
caves challenging (which will be hard without food), you make the
exploration difficult. Light is difficult to come by, inventory space
is very limited (only a few torches), and pitfalls and other nastiness
abounds. Possibly add in some puzzle features to slow the player down
even further. Also, if you make food and water a very limited
resource, you can force the player to hurry through the caves, to
avoid dehydrating/starving.
An interesting idea, I think. Not sure where I'm going with this
idea, but I'm in a wierd mood right now, sitting around, thinking of
ways to remove major elements from games, and have them still work.
So... yeah. Any thoughts on it? Anybody else have an idea of a way
to make a combat-minimal (or preferably, completely combat-free) RL?
--
My projects are currently on hold, but I do have
some junk at the site below.
http://www.freewebs.com/timsrl/index.htm
--
Bear in mind, this is just an idea. It's an intellectual exercise,
and I have no intention of taking this idea any further, except
perhaps as a 7DRL.
My thought is, would it be possible to take a genre as combat
intensive as roguelikes, and create a game without that element in it?
I think so, although it'd be tricky. Now, I'm sure a few people
will argue that a roguelike without combat isn't really a roguelike,
but I disagree. I don't see combat as being a definitive component,
unlike random levels, which are.
Firstly, you'd have to find a setting in which combat is either rare
or nonexistant. A deserted island would be ideal for this, plus it
has the additional benefit of being an untapped theme in the genre.
No combat necessary. Survival is key, however, as is the long-term
goal of getting rescued.
It could be somewhat Harvest Moon-ish, on the agricultural side, and
have fishing and the like. Not to mention the ability to gather fresh
fruit. Also, you could potentially have the very interesting sub-game
involving construction with primitive tools, such as the building of
shelter, fences (to keep animals away from your food), etc. To keep
in touch with its RL roots, you could have a series of caves
throughout the island, each one containing a component necessary to
fixing a radio, to help you get rescued (yes, it's a kludgey little
hack, and implausible, but, it's a game, so, oh well). To make the
caves challenging (which will be hard without food), you make the
exploration difficult. Light is difficult to come by, inventory space
is very limited (only a few torches), and pitfalls and other nastiness
abounds. Possibly add in some puzzle features to slow the player down
even further. Also, if you make food and water a very limited
resource, you can force the player to hurry through the caves, to
avoid dehydrating/starving.
An interesting idea, I think. Not sure where I'm going with this
idea, but I'm in a wierd mood right now, sitting around, thinking of
ways to remove major elements from games, and have them still work.
So... yeah. Any thoughts on it? Anybody else have an idea of a way
to make a combat-minimal (or preferably, completely combat-free) RL?
--
My projects are currently on hold, but I do have
some junk at the site below.
http://www.freewebs.com/timsrl/index.htm
--