More thoughts on improving the endgame experience
Posted: Wed Nov 02, 2016 5:03 pm
While doing a few more runs through ToME, I've once again run into that experience that the game is great, but it becomes a slog at the last stretch. YMMV on exactly where the grind sets in; I don't personally have a problem with the Orc patrols, but rather with how long and samey the Prides are. So here's what I've been tossing around in my head. I'm not familiar with the engine, but I believe it should be pretty doable. (Not to say it wouldn't be a lot of work – just that I imagine it's possible!)
Give the player a choice as to which Prides to take on, and force the endgame after two. (You have a ticking timebomb in the plot, so forcing the engagement is easy story-wise.) Alter the spawns in High Peak to reflect the Prides the player has wiped out. That a) cuts down on the tedium, b) adds variety to the endgame, and c) allows the player to tailor the endgame experience to an extent. It also lets players strategize a bit, in that if there's a particular type of Orc they're less fond of fighting, they can take it on directly ahead of time to keep it from showing up in the deadlier High Peak. Maybe for good measure, you could throw in unique rewards for each Pride. Maybe a mix of stat-ups akin to the Elixir quests, loot rooms, unique abilities, etc.
I've also had the thought of alternate routes that could allow players to backdoor into High Peak, doing a different (adequately difficulty) dungeon to skip part of High Peak. Although you'd probably want to have a repeat of the Orbs of Command to unlock any alternate, since that mechanic probably shouldn't be skippable. It might be nice to throw in a Demon-themed dungeon that could be run in place of one Pride, which would add more variety and could cut down on the number of Demons that show up in High Peak.
The idea isn't to make the endgame easier, just to make it more fun and less grindy. (I wouldn't want High Peak or a back-door route to have fewer enemies just because of the lower diversity.) I think this would accomplish the goal in a way that plays to the strengths of the Roguelike genre by allowing more player choice and variety in their playthroughs.
Taking on the Prides could also diminish the strength/number/enemy variety of patrols, but like I said, I don't see that as as big an issue as the dungeons. If others feel they're problematic, though, that's certainly a dynamic that could be introduced!
What do people think?
Give the player a choice as to which Prides to take on, and force the endgame after two. (You have a ticking timebomb in the plot, so forcing the engagement is easy story-wise.) Alter the spawns in High Peak to reflect the Prides the player has wiped out. That a) cuts down on the tedium, b) adds variety to the endgame, and c) allows the player to tailor the endgame experience to an extent. It also lets players strategize a bit, in that if there's a particular type of Orc they're less fond of fighting, they can take it on directly ahead of time to keep it from showing up in the deadlier High Peak. Maybe for good measure, you could throw in unique rewards for each Pride. Maybe a mix of stat-ups akin to the Elixir quests, loot rooms, unique abilities, etc.
I've also had the thought of alternate routes that could allow players to backdoor into High Peak, doing a different (adequately difficulty) dungeon to skip part of High Peak. Although you'd probably want to have a repeat of the Orbs of Command to unlock any alternate, since that mechanic probably shouldn't be skippable. It might be nice to throw in a Demon-themed dungeon that could be run in place of one Pride, which would add more variety and could cut down on the number of Demons that show up in High Peak.
The idea isn't to make the endgame easier, just to make it more fun and less grindy. (I wouldn't want High Peak or a back-door route to have fewer enemies just because of the lower diversity.) I think this would accomplish the goal in a way that plays to the strengths of the Roguelike genre by allowing more player choice and variety in their playthroughs.
Taking on the Prides could also diminish the strength/number/enemy variety of patrols, but like I said, I don't see that as as big an issue as the dungeons. If others feel they're problematic, though, that's certainly a dynamic that could be introduced!
What do people think?