Re: Further uses of randomization
- From: Gerry Quinn <gerryq@xxxxxxxxxxxxxxxxxxx>
- Date: Sun, 8 Apr 2007 16:40:48 +0100
In article <evat92$fqk$1@xxxxxxxxxxxxxxxxxx>, rsaarelm@xxxxxxxxx
says...
On 2007-04-07, B0rsuk <monuszko@xxxxxxxxxxxxxxxxx> wrote:
choice. The least fun games are those beloved by mathematicians. The
ones where you can win using the same tactic over and over. If I a
Just what games are beloved by mathematicians? The first game many
mathematicians seem to like I can think of is Go, and it definitely
doesn't have a simple winning strategy.
Historically, many mathematicians have enjoyed Chess. But I daresay
quite a few enjoy roguelikes also...
That's more like it. I thought about something like this while
Xenocide the roguelike was in (semi)active development. We had a
problem coming up with a purpose for a Scientist class. How to
implement knowledge ?
Roguelikes have lots of initially hidden in-game knowledge, which
scientists might have easier access to. Object identification, maps,
creature locations, creature inventories and so on.
Scientists might also be able to build equipment which no-one else is
able to use. Particularly in a setting before an industrial revolution
the idea that complex devices need to be made usable with minimal
training might be quite alien. In such a setting, most advanced
technological devices would be idiosyncratic contraptions which would
just break or explode when handled by someone who doesn't know their
every quirk. This would make scientist characters somewhat mage-style
adventurers with weak stats but lots of powerful active abilities.
The Gadgeteer in Wizardry 8 could be an example. He would link
together various found items to make devices with magical properties.
Maybe a scientist could combine a potion of poison with a fan and a
tube (items occasionally found) to make a wand of poison cloud.
- Gerry Quinn
.
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