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-rw-r--r--crawl-ref/docs/crawl_manual.txt30
1 files changed, 20 insertions, 10 deletions
diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt
index dd66420e93..e1edfb530f 100644
--- a/crawl-ref/docs/crawl_manual.txt
+++ b/crawl-ref/docs/crawl_manual.txt
@@ -1207,14 +1207,24 @@ no action could have saved your life. But then, from the midgame on,
most deaths are not of this type: by this stage, almost all casualties
can be traced back to actual mistakes; if not tactical ones, then of a
strategical type, like wrong skilling (too broad or too narrow), unwise
-use of resources, or wrong decisions about branch/god/gear.
+use of resources (too conservative or too liberal) , or wrong decisions
+about branch/god/gear.
The possibility of unavoidable deaths is a larger topic in computer
-games: in the absence of a human moderator, games can either be soft
-in the sense that optimal play ensures a win. Apart from puzzles,
-though, this means that the game is solved from the outset -- this is
-where the lack of a human gamemaster is obvious. Or they can be hard in
-the sense explained above. We feel that the latter choice provides much
-more fun in the long run.
+games: Ideally, a game like this would be really challenging and have
+both random layout and random course of action; yet still be winnable
+with perfect play. This goal seems out of reach. Thus, computer games
+can either be soft in the sense that optimal play ensures a win. Apart
+from puzzles, though, this means that the game is solved from the outset
+-- this is where the lack of a human gamemaster is obvious. Or they can
+be hard in the sense that unavoidable deaths can occur. We feel that the
+latter choice provides much more fun in the long run.
+Crawl has a huge number of handmade vaults/maps to tweak the randomness.
+While the placement, and often parts of the contents, of such vaults are
+random as well, they provide several advantages: vaults offer challenges
+that are very hard to get via just random monster and layout generation;
+they may center on some theme, providing additional immersion; finally,
+they will often contain some loot, forcing players to decide between
+safety and greed.
(The next topic can also be filed under balance; see Replayability for
what balance does not mean to us.)
@@ -1269,8 +1279,8 @@ dealing with ever-changing, unexpected, and challenging strategic and
tactical situations that arise out of transparent rules, on the other
hand, is nice again and again.
In concrete terms, we either spell out a gameplay mechanic explicitly
-or leave it to min-maxers if we feel that the naive approach is good
-enough.
+(either in the manual, or by in-game feedback) or leave it to min-maxers
+if we feel that the naive approach is good enough.
Consistency:
While there is no plot to speak of, the game should still be set in
@@ -1314,7 +1324,7 @@ not bugs! Actually, they are part of the randomness design goal. In
this case, they also serve as additional motivation: in many situations,
the OOD monster can be survived somehow and the mental bond with the
character will then surely grow. OOD monsters also help to keep players
-on their toes by making shallow, or cleared, levels still notr trivial.
+on their toes by making shallow, or cleared, levels still not trivial.
In a similar vein, early trips to the Abyss are not deficits: there's
more than one way out and successfully escaping is exciting for anyone.