agaricus5 wrote:
The thing is, I don't want to just detail the monster in terms of gameplay, but to breathe some life into it and make it a proper monster with some information that allows people to picture it in their heads and imagine it. If I just described it in terms of the game, then it just becomes another object, described in terms of how it moves and what it does in a room, which, in my opinion, makes it a little boring.
But that's what this forum is for - new gameplay suggestions. First, you need to convince everyone (well, everyone on the dev team) that the monster is a valuable addition gameplay-wise.
Then, you can optionally show how to maike it interesting.
Back when EyAngband development was active and I got a lot of feature suggestions, there was nothing I hated more than someone who wrote long, detailed explanations about monsters/items/whatever without first laying out, in dry detail, how exactly they were supposed to work. Such suggestions required a lot more work on my part - I, as a developer, had to sift through the description and try to guess what's important, and what's just flavor. And it made me felt bad, becuase I would throw out suggestions such as that without proper consideration, though it was clear that someone put effort into them.
I don't know if Erik and Mike and Schik are the same, but, honestly, I never liked a single one of your suggestions when I first read i, mainly because I could never understand how it's supposed to work. Sometimes, after a long thread of explanations, I changed my mind, but often I don't bother returning to these threads.
Besides, and most importantly,
flavor is secondary. Take Red_Hawk's "
buffalo"
monster, for instance. We all agreed that "
buffalo"
is a stupid name. But there was some genuine disagreement about the value of the gameplay. If, say, Erik was on the side that thought it's a good monster idea, he could first implement it and then think of a good description. The other way round doesn't work - "
I really really want a floating sword in my game, floating swords are cool, I don't care how"
leads to crappy games. The way you present your feature requests, it makes it very hard to seperate one from the other.
Of course, I agree completely that at the point that the monster is put into the game, a well-developed description and story for it adds a lot. But not at the initial suggestion level - not if we want to keep DROD as great a game as it is now.
Edit: oh, and I didn't mean that you shouldn't include all those details. Just that you should change the way they are presented. Instead of giving a story about the monster with gameplay details intersparsed, have a story section and a dry summary of the gameplay features,
as well. Then you have the best of both worlds.
[Edited by eytanz on 12-23-2003 at 04:16 PM GMT]
____________________________
I got my avatar back! Yay!