3 ms·
Yes, in fact NetHack is supposed to be a more forgiving roguelike. See http://nethack4.org/blog/strategy-headroom.html http://nethack4.org/blog/strategy-headroo
by __s 9y ago
Yes, in fact NetHack is supposed to be a more forgiving roguelike. See http://nethack4.org/blog/strategy-headroom.html http://nethack4.org/blog/strategy-headroom.html
- PhasmaFelis 9y agoPerhaps for a very specific and arcane definition of "forgiving." (Or maybe you just mean "more forgiving than Rogue," which is not saying much.) NetHack is famously brutal, and the people who beat it tend to sink hundreds if not thousands of hours first.
- im3w1l 9y ago> "The game's strategy should not be dependent on spoilers." This is a request to increase the headroom Not necessarily. You can give players enough information to theorethically enable deduction of the correct choices, will still making the deduction hard. Mixing up my genres, Go is like this, where the rules are very simple and it's just that deriving good gameplay from them is a tricky problem that takes a long time.
- djur 9y agoIt might have been 20 years ago, or even 10, but today there are a lot of popular roguelikes which are still challenging but have fewer unavoidable deaths and less reliance on spoilers. Dungeon Crawl is a good example, but there are a lot of roguelikes even gentler than that.
- dllthomas 9y agoThe linked post is from 2014, and specifically mentions DCSS being "lower headroom". I expect a significant issue here is different use of "forgiving"; IIUC proponents of DCSS would tend to stress YASDs as being "unforgiving", but the focus of the linked article is more on flexibility in play style - forgiving somewhat-less-than-optimal play, forgiving outright recklessness, and occasionally killing you regardless of your behavior are all three somewhat different things.