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The other day I was searching for something to do while training and found something that made me think.

Crusade against no-brainers


A very important point in Crawl is steering away from no-brainers.

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. Examples for this are the resistances: there

are very few permanent sources, most involve a choice (like rings or

specific armour) or are only semi-permanent (like mutations). Another

example is the absence of clear-cut best items, which comes from the

fact that most artefacts are randomly generated. Furthermore, even

non-random artefacts cannot be wished for, as scrolls of acquirement

produce random items in general. Likewise, there are no sure-fire means

of life saving (the closest equivalents are controlled blinks, and good

religious standings for some deities).

Anti-grinding


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. Even worse, it may be optimal to

do so. We try to avoid this!

It's the philosophy of Dungeon Crawler, Stone Soup.

Namely, two of it's Major design goals:

  • meaningful decisions (no no-brainers)

  • avoidance of grinding (no scumming)

Source Link:

The first one, is an effort to avoid skills/spells that have little or no use.

This reminds me of old "Lore", and how it was made useful by revealing the original location of the item.

The other one is an effort to crunch grinding. Unfourtnly FL has much grinding. Some of it acceptable, like Hunting. Other not.

Consumables curatives are clearly grinding. This should not happen.

It creates an sort of "arms race" where everyone needs to farm consumables to become competitive.

Balance in this field could be achieved by clearly limiting the number of consumables anyone can carry/use.

In fact since I have some ideas on hot to balance this, I shall create a new thread on it.