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by sharkjacobs
222 days ago
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I love DCSS, and in abstract I think that "meaningful decisions (no no-brainers)" is a great top priority design principle, but in practice I wish they cared more about maintaining the qualia of the game itself. I understand why they removed food, because it wasn't "fun" or interesting to experienced players. But it was more than just a time pressure mechanic. Cutting up and eating monsters to make your bread rations go further is as thematic as the difference between Zin and Trog |
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On the other hand, I love auto-explore and I don't think I could ever go back to a traditional roguelike that lacks it. "I want to see the entire level in case there are interesting things here" is only "not a no-brainer" if prepared food is very scarce and butchery is implausibly inefficient; walking around without interaction doesn't improve the game experience, etc. (And sure, you can balance the game around not needing to explore entire maps to gain experience, but then you spoil the fun for people who do want to do that.)