| Unlike many other games, DCSS has an explicitly articulated design manifesto explaining the ethos of what is fun and why. It's _amazing_ and you should read it: https://github.com/crawl/crawl/blob/master/crawl-ref/docs/cr... I've pulled a few highlights: > Speaking about games in general, wherever there's a no-brainer, that means the development team put a lot of effort into providing a "choice" that's really not an interesting choice at all. And that's a horrible lost opportunity for fun. > Another basic design principle is avoidance of grinding (also known as scumming). These are activities that have low risk, take a lot of time, and bring some reward. This is bad for a game's design because it encourages players to bore themselves. > The interface is radically designed to make gameplay easy - this sounds trivial, but we mean it. All tedious, but necessary, chores should be automated. Examples are long-distance travel, exploration and taking notes. > the joy of discovering something spoily is nice, once. (And disappears before it can start if you feel you need to read spoilers - a legitimate feeling.) The joy of dealing with ever-changing, unexpected and challenging strategic and tactical situations that arise out of transparent rules, on the other hand, is nice again and again. |