Props (and positive rank points) to everyone for articulating a lot of well thought out points regarding subjective play experiences. That's not easy to do.
Here are some sundry thoughts and responses from me, since this is a hot topic:
* I grew up playing games from pretty much the first days of Rogue, Wizardry, etc. When you die, you're dead. Saving game was only to take a break from play, and not as a safety net. I learned to master that type of environment. I was about seven-years-old at the time and an outlier. I can see there's a certain satisfaction hardcore players get from doing that. I'm not trying to make DROD into that type of experience. There are too many puzzles out there for people to enjoy (in DROD-space alone!), and hardly enough time to enjoy them all, that I'd rather make them quicker to work through and experience, at least from the execution side, rather than longer.
* UU is being added in 5.0 both to cater to fans who have requested it as well as to make the DROD experience more accessible to the masses. I acknowledge that's going in the wrong metaphysical direction from what bwross is looking for. That being said, I'm confident TSS will not feel watered down, even with UU.
* Also, it's interesting to me that bwross said he would be tempted to use UU once it's an option in the game. When one is "
tempted,"
it implies they acknowledge there's something positive, in some certain respect, in the choice, and those positives must be weighed against the negatives. If something had no visible positives, it wouldn't be a temptation, after all. So, I'd say that when positives outweigh negatives for a player, it is a net-good decision to make that choice. Of course, tradeoffs (even just meta/philosophical ones) remain. But there are always tradeoffs, in every decision, or an experience would be meaningless. For instance, a player could think to himself, possibly subconsciously, "
I won't ever rotate my sword unless I have to. If I did, I wouldn't feel good about myself."
There are a slew of emergent positives and negatives inherent in that line of thinking. Ultimately, I want the player to be able to decide and choose the most positive way they want to play for their own personal reasons.
* With UU in use, checkpoints are still useful. They provide visual/spatial markers for instantly undoing sets of moves back to semantically distinct points in time/room state. UU can't provide those instant jumps to known positions/game states.
* I've been watching Pearls' entertaining LP of TCB. He plays fast! I input moves much more slowly. Pearls inputs moves like a speed chess player, while I'm the kind of guy that plays twitch-action games like DOOM the way I play DROD, carefully maximizing each piece of ammo I pick up. (Naturally, my level completion times were terrible.) Notwithstanding Pearls only having one-move undo, I see he's still willing to play quickly and potentially mess up, having to rapidly redo a section multiple times, rather than play slowly enough (like, say, ThemsAllTook as another LPer I have top of mind) to be certain that every move has the intended consequences before making the next move. These different play styles show me that, independent of the number of undos available, a player will have their own play style. I don't foresee UU turning ThemsAllTook into a speed player like Pearls. Not making a judgment call either way -- on camera, I can see they're simply different play styles, and I get something positive, while distinct, from experiencing each.
____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
[Last edited by mrimer at 06-16-2014 07:16 PM]