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by e12e 3148 days ago
> Good text cannot have too much repetition. Repetitive text is boring. Try writing up everything that happens in the first five minutes of some Super Mario gameplay with prose that is fun to read. It’s impossible.

This is true. But I still smile when I think of the phrase:"The Blue Yeek/Kobold/it/<other> dies in a fit of agony." (Originally encountered in Moria, now to be found in Moria/umoria/Angband).

Mildly relevant: https://thebutterfly.deviantart.com/art/Moria-Filthy-Street-...

Relevant: apt install moria

https://github.com/dungeons-of-moria/umoria

(which actually looks rather interesting as they claim having ported the code forward and tidied up quite a bit)

[ed: I think there's another option for repetition: automatic success after a certain number of successes - similar to "auto-haggling" in shops in Moria - once you've haggled a certain number of times with a certain shop keeper, the game will "fast-forward" to settling the transaction without any interaction. This gives flavour (haggling in stores) and avoids (too much) grinding (forcing the player to go through routine, static interactions)).

In the context of this post, it'd mean a low-level/young character would go through detailed actions to trap a rabbit, then automatically be able to trap a rabbit, but fight with an orc, then be able to "kill the orc", but need to detail the actions for fighting a band of orcs, then struggle to kill a dragon, but being able to simply "take out the orc war band" (with a suitable description, based on the adapted play style, from the "micro-managed" fights: "You sneak around upwind of the band, and after setting out a dozen arrows in front of you - take rapid aim and let fly a precise volley and the orcs. The last warrior realize their scout has fallen to your first arrow, just as your last pierces his left throat - and all is quiet except for the wet death rattle of the final fallen." Or something equivalent involving a fireball or charge and sword dance.]