Things you would like to see in a roguelike (but won't)?
Posted: Mon May 20, 2013 9:21 pm
Let's indulge in some make-believe. I'm curious about what concepts people would like to see in their open source hack and slashes that deviates enough from the norm as to make them unimplementable in modern variants without modding them in themselves. Alternatively, what pet peeves do you carry against the tropes and mechanics commonly used in these sort of Rogue-derivated adventures? Not necessarily related to ToME 4 mind, and a moderator could move this to the void if they want to but I feel as if it belongs in a ideas forum.
Unified armor system: How come wearing half an inch of steel plate protects from swords but not sorcery? Why is physical resistance commonly using discrete armor class subtractions from damage whilst elemental resistance is percentage based? Why can characters typically dodge arrows but not fireballs using the dexterity stat? I for one would like to see an armor/dodge/resistance system that uses the same base mechanics for everything. There are some games that currently do something akin to this (like DoomRL), but most medieval hack & slashes seem to stick with the old D&D formula.
No leveling: Another thing I've wondered about but rarely see subverted: how come XP and leveling is a staple of the RPG genre? I can see the point of it in pen and paper, where players are encouraged to make up their own open ended narratives and the characters getting progressively more powerful gives a sense of progress and encourages the players to stick with their characters and settings. In computer RPGs though? They're usually (relatively) limited in scope, with one or more predetermined goals that the player has to accomplish in order to beat in order to experience the story and complete the game. Why must every character start off as a plucky farmboy (or supposedly grizzled veteran..) and then grow exponentially more powerful one white jelly at a time? How come I have to spend the entire game getting to the point where my character is sufficiently decked out to be able to use the playstyle I planned beforehand only to realize I'm going into the last boss battle?
I would like to see a roguelike where one could make up and customize an advanced character concept (or a role if one would like, to play) and then get to play exactly that for the entire game. Gameplay difficulty and variance could then be maintained using progressively more complex enemies and situations for the player to overcome any way they see fit rather than relying on bigger numbers for the endgame.
Unified armor system: How come wearing half an inch of steel plate protects from swords but not sorcery? Why is physical resistance commonly using discrete armor class subtractions from damage whilst elemental resistance is percentage based? Why can characters typically dodge arrows but not fireballs using the dexterity stat? I for one would like to see an armor/dodge/resistance system that uses the same base mechanics for everything. There are some games that currently do something akin to this (like DoomRL), but most medieval hack & slashes seem to stick with the old D&D formula.
No leveling: Another thing I've wondered about but rarely see subverted: how come XP and leveling is a staple of the RPG genre? I can see the point of it in pen and paper, where players are encouraged to make up their own open ended narratives and the characters getting progressively more powerful gives a sense of progress and encourages the players to stick with their characters and settings. In computer RPGs though? They're usually (relatively) limited in scope, with one or more predetermined goals that the player has to accomplish in order to beat in order to experience the story and complete the game. Why must every character start off as a plucky farmboy (or supposedly grizzled veteran..) and then grow exponentially more powerful one white jelly at a time? How come I have to spend the entire game getting to the point where my character is sufficiently decked out to be able to use the playstyle I planned beforehand only to realize I'm going into the last boss battle?
I would like to see a roguelike where one could make up and customize an advanced character concept (or a role if one would like, to play) and then get to play exactly that for the entire game. Gameplay difficulty and variance could then be maintained using progressively more complex enemies and situations for the player to overcome any way they see fit rather than relying on bigger numbers for the endgame.