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by inconshreveable 3478 days ago
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.

1 comments

crawl dev here! I'm generally pretty dumbstruck by the rest of the team. They're as good or better than professional groups I've worked with. A handful of super devs really drive the project along and we've had a fairly long history to develop over. My own involvement is 7 years, while I think there are others who have been hacking on it since 2005. For a lot of the time dpeg has been our de facto tastemaker/PM.
i've been impressed with how well the crawl dev team has maintained the velocity and consistent vision over the many years (5+) that i've followed the project. thank you, and well done! is dpeg the author of that section of the docs?
dpeg is probably the original author of the manifesto. Some of it is undoubtedly formed by accretion. He is also one of the originators of the contentious [Berlin Interpretation](http://www.roguebasin.com/index.php?title=Berlin_Interpretat...) of roguelikes.