3 ms·
I wouldn't say to stop playing. I was losing a lot of games because I had the wrong notion about how beams worked. It was fairly easy after that. And fun! But
by jere 13y ago
I wouldn't say to stop playing. I was losing a lot of games because I had the wrong notion about how beams worked. It was fairly easy after that. And fun!
But you are exactly right that calling the game "perfectly balanced" is ridiculous. It's a roguelike. There are so many random elements and sometimes you just get a string of bad dice rolls. This topic is brought up explicitly in the DCSS faq (another hugely popular roguelike) and I think it applies here:
>The possibility of unavoidable deaths is a larger topic in computer 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 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 game-master is obvious. Alternatively, 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.
http://crawl.develz.org/other/manual.html#n-philosophy-pas-de-faq http://crawl.develz.org/other/manual.html#n-philosophy-pas-d...
- chongli 13y agoThe possibility of unavoidable deaths is a larger topic in computer 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. Just the very notion of perfect play somehow ensuring a win is rather silly in the context of imperfect information and games of chance. Look at the game of poker: even a heavy underdog can win if he catches perfect.
- aamar 13y agoNot at all; it depends on how strong the effects of chance are. Poker is typically played in a way (ante amounts, etc.) that gives skilled players a meaningful but not overwhelming advantage. Single-player games, even those with random elements, can be designed such that the odds of winning in perfect play can be 100% or (easier) extremely close to 100%.
- chongli 13y agoIt depends entirely how you define a particular game. My poker example is in reference to winning a single hand. In that case, one hand is a single game. This makes poker highly variable and effectively impossible to win every time despite perfect play. In real life poker, this is mitigated by playing many hands over a long period of time. In the case of single-player games such as FTL, people really do mean one single game when they talk about winning or losing. Otherwise, your odds of winning no matter how bad you are begin to approach 100% if you play enough games.
- aamar 13y agoAgreed. I was considering a "game" of poker to be a series of hands sufficient to determine a winner, for example, a freeze-out tournament, where hands are played until every player but one loses all their chips. Reportedly, skilled FTL players can win nearly every game. Similar things have been reported about certain other roguelikes.
- bitJericho 13y agoI have a friend that can beat that game every other time it seems. Me? I've beaten it twice with 60 tries. I've never felt accomplishment quite as great as when I finally beat the game for the first time after the 52nd try. I literally stood up and shouted! Don't think I've ever done that before...
- saraid216 13y ago> Not at all; it depends on how strong the effects of chance are. A little off-topic, but I've been trying to come up with a way to quantify (or at least usefully bucket) the strength of the effects of chance on a game. Do you have any ideas for how do to that?
- aamar 13y agoIn a one-player game, you can write a competent, consistent computer player. Then use the standard deviation in performance of that bot over many runs as a measure of chance in the game. In a multiplayer game, write a skilled/optimum player and a naive/basic player. The win-percentage of the weak bot can be a good measure of chance. Many roguelikes (a category FTL is usually included in) have bots which facilitate this kind of analysis. But since competent bots are sometimes difficult to write well, some games also use "scummers" and/or stats modules which generate millions of randomly-generated levels and compute difficulty or reward heuristics for each, ensuring that the st. dev. is within desired ranges. If the heuristics are good, this can be sufficient. Another option in a hosted game or one that can phone home is to have real-live players be the guinea pigs instead of the bots. Same basic principles apply.