3 ms·
> takes away a wonderful aspect of it when you learn or hear about some new crazy aspect of it. It might be useful to think about this in term of how many play
by otikik 7y ago
> takes away a wonderful aspect of it when you learn or hear about some new crazy aspect of it.
It might be useful to think about this in term of how many players it affects.
My opinion is that for each seasoned roguelike player who enjoys this "wonderful" aspect, there will be multiple roguelike newbies who will be discouraged by the unfriendly UX and just leave.
- alchemism 7y agoThat encapsulates what happened in the transition from text parser (keyboard-driven) games to mouse-driven games: discoverability went up, complexity went down; the first generation of gamers lost interest and a second larger generation of gamers came into being.
- cortesoft 7y agoNot everyone lost interest... I loved keyboard driven games, and I love mouse driven games, too.
- thaumasiotes 7y ago> My opinion is that for each seasoned roguelike player who enjoys this "wonderful" aspect, there will be multiple roguelike newbies who will be discouraged by the unfriendly UX This is a strange viewpoint. This "wonderful" aspect of NetHack applies solely to newbies; seasoned players already know what they can do.
- dragonsngoblins 7y agoI actually find the opposite to be true. I enjoyed not having a clear idea of what everything did when I was just starting out. Once I knew what I could do with most things it became annoying that I didn't have an easier interface because there wasn't potential in the complexity anymore
- TeMPOraL 7y agoThere's nothing saying that one should prefer wider audience to a smaller one. Ultimately, the quest of appealing to the lowest common denominator lowers a ceiling for possible enjoyment.