I was thinking that roguelikes are kind of the antithesis to what he proposes, as you’ve got rapid character progression (paired with rapidly rising difficulty) and you certainly don’t want to get attached to your character. Didn’t know there was roguelikes with cannon fodder, though. 🙃
It varies within the genre. Some games try hard to take steps to minimize the ability to sit around and grind, such as by a food clock or lack of respawns. Sil, which is a *band game that tries to be closer to the original style has an XP system that grants XP for seeing an enemy the first time, and the same for killing it, and then 1/n times that XP the nth time you see that same kind of enemy thereafter. Sixth orc you see is worth 1/6 the XP, so it’s not worth farming an area hard, and still rewards exploring a lot. It also eventually just forces you deeper as the desire for a silmaril becomes more irresistible as you become stronger. Seeing 6 orcs and killing 2 is worth 3.95x an orc’s stated XP, seeing 30 and killing them all gets up to almost 8x the stated XP.
Others like most Angband variants or Tales of Maj’eyal made the decision to just let the player grind. Many of the games in that style have more open-ended progression and aren’t necessarily trying to force the player into constantly dangerous situations. The very popular Caves of Qud would fit this category.
Very interesting, thanks. I kind of got stuck on Dungeon Crawl Stone Soup, which used to have a food clock until a few versions ago, now it’s just no respawns. They also scale XP amounts up for higher levels, so when there are more low-level enemies around than needed, they won’t give you a ton of extra XP.
I’ve played around with Angband and ToME a few years ago, and I tried to like Cataclysm: Dark Days Ahead multiple times, but yeah, I feel like that’s probably the reason then why they never clicked for me quite like DCSS. I am absolutely the worst for optimizing the fun out of games, if given the opportunity.
I was thinking that roguelikes are kind of the antithesis to what he proposes, as you’ve got rapid character progression (paired with rapidly rising difficulty) and you certainly don’t want to get attached to your character. Didn’t know there was roguelikes with cannon fodder, though. 🙃
It varies within the genre. Some games try hard to take steps to minimize the ability to sit around and grind, such as by a food clock or lack of respawns. Sil, which is a *band game that tries to be closer to the original style has an XP system that grants XP for seeing an enemy the first time, and the same for killing it, and then 1/n times that XP the nth time you see that same kind of enemy thereafter. Sixth orc you see is worth 1/6 the XP, so it’s not worth farming an area hard, and still rewards exploring a lot. It also eventually just forces you deeper as the desire for a silmaril becomes more irresistible as you become stronger. Seeing 6 orcs and killing 2 is worth 3.95x an orc’s stated XP, seeing 30 and killing them all gets up to almost 8x the stated XP.
Others like most Angband variants or Tales of Maj’eyal made the decision to just let the player grind. Many of the games in that style have more open-ended progression and aren’t necessarily trying to force the player into constantly dangerous situations. The very popular Caves of Qud would fit this category.
Very interesting, thanks. I kind of got stuck on Dungeon Crawl Stone Soup, which used to have a food clock until a few versions ago, now it’s just no respawns. They also scale XP amounts up for higher levels, so when there are more low-level enemies around than needed, they won’t give you a ton of extra XP.
I’ve played around with Angband and ToME a few years ago, and I tried to like Cataclysm: Dark Days Ahead multiple times, but yeah, I feel like that’s probably the reason then why they never clicked for me quite like DCSS. I am absolutely the worst for optimizing the fun out of games, if given the opportunity.