Archived from groups: rec.games.roguelike.development (More info?)
Hello
This is my first post here. As background, I'm not really developing a
roguelike, just experimenting with some ideas atm. The subject,
randomness, is rather huge, but I will try to be brief (thou I'm quite
sure I will fail).
What I mean with randomness is in the large scale sense of generating
the world. Not in the details or during game play. I see randomness as
a scale with two opposing poles. One pole being a totally random world
and the other pole being a static world. A static world would remain
exactly the same each time you play the game. Obviously, a random world
would have a greater replay value, but there has to be a limit. A
totally random world would be nothing but confusing.
My idea is to generate a world with much randomness in a fairly complex
structure. The original rogue had a very simple structure. Each level
contained 3x3 rooms/dead-ends of random size connected by corridors.
Each level had one staircase down to the next level. Monsters had
predetermined depth when they started and stopped appearing. The
interesting variability of games appeared mainly in what items you
found. (Please correct me if I'm wrong. I've not played rogue a lot.)
Later roguelikes contain more complex structure, but never take the
randomness very far. Is there a reason for this?
Adom, for instance, includes an overland map, multiple dungeons, towns,
multiple quests, etc, but the only thing that is random is the layout
of the dungeon levels. All this added complexity doesn't add any replay
value by using randomness. Replay value is instead created by giving
the player many pre-scripted options. Like what quests to choose, which
dungeons to visit, which ending to attempt, etc.
Say that you instead generate a random overland map with random
features. Randomly: Small islands or a single continent. Tropical,
temperate or desert. Random cities or villages. Random societies in the
world, (orcs, elves, humans, etc). Random dungeons of random style at
random locations. Random quests. A random selection of all possible
monsters that you will meet in the world (i.e. one game may contain
undeads, the next may not).
First, is this possible? I think so. Random quests would have to follow
some pre-programmed patterns, like "society A/member of society A needs
object B that is at the bottom of dungeon C".
Secondly, and more importantly, would this make an interesting game?
Would all the randomness make the world feel too artificial? Does the
player want to feel some familiarity between games? Will this make the
game lose identity?
One option would be to make the game world remain the same for more
than one game. Like an option at the start: "Start a new game in a new
world" "Start a new game in the last world". Maybe let some of the
options be settable by the player. ("I want the game to be set in a
northen climate during winter on a single continent with humans in war
with orcs.").
Any thoughts?
Hello
This is my first post here. As background, I'm not really developing a
roguelike, just experimenting with some ideas atm. The subject,
randomness, is rather huge, but I will try to be brief (thou I'm quite
sure I will fail).
What I mean with randomness is in the large scale sense of generating
the world. Not in the details or during game play. I see randomness as
a scale with two opposing poles. One pole being a totally random world
and the other pole being a static world. A static world would remain
exactly the same each time you play the game. Obviously, a random world
would have a greater replay value, but there has to be a limit. A
totally random world would be nothing but confusing.
My idea is to generate a world with much randomness in a fairly complex
structure. The original rogue had a very simple structure. Each level
contained 3x3 rooms/dead-ends of random size connected by corridors.
Each level had one staircase down to the next level. Monsters had
predetermined depth when they started and stopped appearing. The
interesting variability of games appeared mainly in what items you
found. (Please correct me if I'm wrong. I've not played rogue a lot.)
Later roguelikes contain more complex structure, but never take the
randomness very far. Is there a reason for this?
Adom, for instance, includes an overland map, multiple dungeons, towns,
multiple quests, etc, but the only thing that is random is the layout
of the dungeon levels. All this added complexity doesn't add any replay
value by using randomness. Replay value is instead created by giving
the player many pre-scripted options. Like what quests to choose, which
dungeons to visit, which ending to attempt, etc.
Say that you instead generate a random overland map with random
features. Randomly: Small islands or a single continent. Tropical,
temperate or desert. Random cities or villages. Random societies in the
world, (orcs, elves, humans, etc). Random dungeons of random style at
random locations. Random quests. A random selection of all possible
monsters that you will meet in the world (i.e. one game may contain
undeads, the next may not).
First, is this possible? I think so. Random quests would have to follow
some pre-programmed patterns, like "society A/member of society A needs
object B that is at the bottom of dungeon C".
Secondly, and more importantly, would this make an interesting game?
Would all the randomness make the world feel too artificial? Does the
player want to feel some familiarity between games? Will this make the
game lose identity?
One option would be to make the game world remain the same for more
than one game. Like an option at the start: "Start a new game in a new
world" "Start a new game in the last world". Maybe let some of the
options be settable by the player. ("I want the game to be set in a
northen climate during winter on a single continent with humans in war
with orcs.").
Any thoughts?