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Caravel Forum : Caravel Boards : General : The Joy of Simplicity (after JtRH | What needs to be focused on)
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SbCl3
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icon The Joy of Simplicity (+2)  
One of the reasons I really love DROD is because it is so strategic even though it is so simple. Like chess. The rules take ten minutes to learn, but the game takes years to master.

DROD is a great game because it is really easy to figure out what everything does. Even with this simplicity, several combinations exist which make the fun almost endless.

Is making the game more complicated a good thing? I think I read somewhere that there would be tons more game elements and 17 different monsters in JtRH. If it gets almost any more complicated than this, the rules and complications in just how the things move is going to become more equal to the strategy, and possibly, users will go back to Caravel drod or stop playing all together.

Please...after JtRH, I advise you to stop making the game so much more complicated....video games that require you to know 16 controller buttons and all sorts of combinations are no fun (hence love for NES games and such). Drod will become no fun once the game gets so complicated that it takes more than one hour to figure out.

Making more holds
More level graphics/themes
Making the music better / more music available
Improving the content and design of drod.net / caravelgames.com(net)
Making the forum a little less blue / better design
Adding more stuff to the store
Porting stuff over to os x and other platforms
Making the drod code cleaner

These things, in my humble opinion, are much more important than making more game elements.

If new game elements are made, at least don't make them monsters with new moves...I really think black gates are a great idea, for example, but new serpants with new patterns that you have to learn completely different strategies for aren't as necessary.

I wouldn't stop playing if new elements were made, but I just think that less users would play the game, and I really think the things in my list are more important. Once JtRH is released, I think these are what work should be done on.

Sorry...just some ideas.
03-29-2005 at 12:45 AM
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icon Re: The Joy of Simplicity (+1)  
I agree, too much variables or too complex can really turn potential players down. I have experienced this numerous times with different games - things with a steep learning curve never attracted me. I believe the current monster selection is quite enough - not that I'm not welcoming new elements, but the old version already allows a good variation of ideas. The new things will most certainly make the game harder, which in my humble opinion is already hard enough for many people (myself included for sure.)
Don't get me wrong; I'm not putting down JtRH or anything, it's just that I feel it would be better if authors stick to simpler ideas.
I hope this doesn't offend anyone, lol. :|

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03-29-2005 at 01:26 AM
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Oneiromancer
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Well, I was holding off on replying, since I'm on the dev team and I know exactly what all the changes are. Because that's one point I wanted to make...that it's not really fair to assume how things will change, when you don't even know everything that's in 2.0, or at least know how they work in action. But that's an argument for another time...and besides, in 3.5% it will be a moot point anyway.

But reading this made me want to comment:

The new things will most certainly make the game harder

As with everything in DROD, difficulty is totally up to the author(s) of the hold, and even then, it is subjective and will be different for different people. Something like a tar maze with mothers and a brain and trapdoors underneath will be tough every time you play it. But a more subtle room could be really easy if you see the solution right away, or really tough until you figure it out. And then once you beat it, you know how to solve it in the future and it's not so difficult anymore.

There are tons of holds for download out there...many of them are very hard, it is true, but many of them are of much more moderate difficulty. It all depends on what the author wanted. Having more options might make it easier to make a difficult hold...but I also contend that it will make it easier to make a more moderate, but still fun and unique hold. Especially with the new scripting system.

Basically I think it's funny that there's so much second-guessing going on now that the % is closer to 100...I think it's worth waiting and seeing how things turn out before passing judgement.

Game on,

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03-29-2005 at 01:41 AM
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ErikH2000
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It's likely that we'll have a few different camps here. A lot of games go through this, and I'm honored that DROD has a mature enough group of players to include purists like Sb and Doink.

With JtRH we are mostly leaving behind the philosophy of preventing hold authors from doing things they shouldn't. There won't be anything to prevent architects from delivering an unholy onslaught of complexity with all the new elements. But there's going to be a lot of room for greatness too. The best way to get the kind of holds you want is to make them. The second best way is to ask for them. If people keep saying, "We want holds with just the classic elements in them," then I bet you will find plenty more of them are made.

Also keep in mind that there are currently 4,657 rooms available right now that only use 1.6 elements, and these will all be playable on the DROD 2.0 engine.

-Erik

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03-29-2005 at 01:45 AM
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Mattcrampy
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I see where you're coming from, Mr. Trichloride. Keep in mind, though, that it's a design goal of DROD that it should be perfectly obvious what everything does, and the monsters that are added in future versions need to fit in with existing monsters. Most of the new game elements will remind you of existing monsters, and those monsters which are completely new have reasonably easy-to-understand behaviours. The general guideline is that new monsters shouldn't be too much more complicated than the goblin, and I'd say the goblin will be the most complicated monster in regular use for some time to come. (There are more complicated monsters than the goblin in JtRH, but they're designed for special purposes and aren't as flexible as the goblin, so I expect them to be used less.)

I think you're a bit worried that DROD is going to lose its simplicity. To cut a long story short, don't be. Any new monsters and new objects that Caravel add are going to be easy to pick up. Complicated monsters tend to force a particular type of puzzle - if you don't explicitly design against it, the Slayer turns any rooms he's in into a chase, and there were a few prototypes I had the good fortune to play that while smart and complex weren't really all that flexible.

Let me give you an example. Take the rattlesnake, a new long monster in JtRH. It mostly looks just like a blue snake with a rattle on the tail. It moves very similarly to a serpent, the standard red snake, with two exceptions - it freezes when it can't move (as you have to kill it by hitting its rattle) and it can cross force arrows (the serpent's inability to cross force arrows is a holdover from Webfoot DROD that will probably be what makes the serpent different from other long monsters). Otherwise, the rattlesnake still behaves like a serpent. Any new long monster will have a twist of its own, but it'll still behave like a long monster, because otherwise it's not really a long monster. This is a high level game design thing, but Erik and Mike are pros at this.

Unless JtRH is a stratospheric success, I'd guess that we'll probably see a new, non-DROD game by Caravel - I couldn't tell you for sure, as what Caravel does depends on the success of JtRH. This doesn't mean that DROD will get stagnant, but you'll have to wait until launch before I can tell you exactly why.

DROD.net and caravelgames.com will be for the most part separate. We've got some plans for DROD.net that should help with content, and I've been eyeing the webpage and thinking that it might be nice to make the site and the forum look the same. I'll tell you how that goes, but it'll probably be a bit more sweeping than just a colour change. (We settled on the blue because it was honestly the best colour we tried.)

As for other platforms, yes, please. Anyone who wants to try porting JtRH to other platforms is welcome to contact Erik.

Matt

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03-29-2005 at 01:55 AM
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Mattcrampy
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Example #5914 of why a short answer's better than a long answer - everyone else has already said it all.

Matt

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03-29-2005 at 01:58 AM
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SbCl3
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I am a CSS [cascading stylesheets [kind of goes along with this thread about simplicity ;))] god...I can do anything with it. If you need web design help and have an idea, I can create it for you. Thats probably the best thing I can help with and contribute to. Just get in contact with me somehow...a pm or email.

[Edited by SbCl3 at Local Time:03-29-2005 at 02:04 AM]
03-29-2005 at 02:03 AM
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ErikH2000
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Mattcrampy wrote:
Unless JtRH is a stratospheric success, I'd guess that we'll probably see a new, non-DROD game by Caravel - I couldn't tell you for sure, as what Caravel does depends on the success of JtRH. This doesn't mean that DROD will get stagnant, but you'll have to wait until launch before I can tell you exactly why.
Emphasis on "guess", in case anybody missed it. I think the above isn't quite accurate. It is true that the success of JtRH influences how much effort will be put into new DROD games, but I don't think I would have stated it as severely. Mike and I don't plan to say much about our plans for future games until we're ready.

-Erik

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03-29-2005 at 02:22 AM
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Mattcrampy
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And hence why I was exceedingly non-committal there. We could see DROD 2.1, we could see TUNAS, we could see something completely different. I have no idea, and that's what makes it so delicious.

Exaggerating slightly, but delicious all the same.

Matt

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03-29-2005 at 09:35 AM
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Krishh
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I'm all for complexity if it makes the game better. If it adds anything worthwhile to DROD, then a 100 monsters are OK with me. Especially if Caravel keeps up this nice learning curve. (I'd say the entire 25 levels of KDD served quite well as tutorials of the different things you can expect from DROD, with the first few rooms(less so for the latter levels) serving as introduction to new gameplay elements)

And I'm fairly sure Caravel thinks over what they put in. The best example I can think of would be the bomb: It combines so many feature requests with it's relativly simple mechanisms:it can destroy walls, serve as non-swordable squares, serve as pressure plates (with a fuse end you must or mustn't step on), activate distant orbs, the possibilities of fuse cutting add even more options to it, and that's even without any monsters or mimics to join the fun.

P.S. TUNAS ??

[Edited by Krishh at Local Time:03-29-2005 at 02:27 PM: spelling]
03-29-2005 at 02:26 PM
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Mattcrampy
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TUNAS is just this guy, you know?

Matt

[Edited by Mattcrampy at Local Time:03-29-2005 at 11:43 PM: Edited for accuracy]

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03-29-2005 at 03:41 PM
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I think the most complex and non-intuitive monsters in DROD are serpents. Tar can be learned fairly easily.

Snakes constantly move, they may or may not go around walls, they may go left or right, I'm never sure which. To be honest I completed KDD mostly by using approach "take the snake to some tight space, move around, and hope it gets stuck"

All monsters in JTRH sound more predictable than serpents, obviously except for Rattlesnake, which is about as complex as normal serpent, I guess. I see no problem here.

It's not a secret that I'm very fond on adding more monsters and gameplay elements in general. But it doesn't mean that all puzzles using them will be bastardly difficult. You can do some terrific puzzles with just roach queens.

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03-29-2005 at 04:30 PM
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mrimer
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Mattcrampy wrote:
TUNAS is the name of a project Mike and the guy who did Tower of the Sorceror were going to do together.
Um, Matt...this rumor-mongering is highly inaccurate and misleading. In the future, please let me speak for myself about what I'm doing. One reason for this is that if I haven't published any word on it myself, that means I don't have any reason for anyone to know about it. Another reason is that I've never collaborated with the guy who made Tower of the Sorceror, and haven't been planning to. No plans for making any TUNAS exist at this time.

[Edited by mrimer at Local Time:03-29-2005 at 05:59 PM]

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03-29-2005 at 05:28 PM
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Mattcrampy
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Oh.

Oh.

Sorry, I must have my information wildly incorrect. But I... oh.

In the future, do not listen to Matt - he knows nushing. Even when it looks like he might know something, he doesn't in fact know nushing.

Matt

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03-29-2005 at 11:43 PM
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agaricus5
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Note: This post is entirely my opinion, so I'm not saying there is a right or wrong answer; only that this is my viewpoint.

SbCl3 wrote:
Is making the game more complicated a good thing? I think I read somewhere that there would be tons more game elements and 17 different monsters in JtRH. If it gets almost any more complicated than this, the rules and complications in just how the things move is going to become more equal to the strategy, and possibly, users will go back to Caravel drod or stop playing all together.
But the fact is, there are only a few things you actually need to learn:

1. DROD is tile-based; everything occupies one or a whole number of tiles.
2. DROD is turn based; everything moves only once per move (no action reflexes required), and the number of moves made is entirely dependant on you, the player.
3. You move first; everything else will only move after you, so whatever you do will be calculated and put into action first.

After that, it's all a matter of getting to know what the monsters and objects do in general, and since this game is programmed, there will only be a few basic rules that each monsters has to follow anyway; there is no randomness in the code (I believe).

Please...after JtRH, I advise you to stop making the game so much more complicated....video games that require you to know 16 controller buttons and all sorts of combinations are no fun (hence love for NES games and such). Drod will become no fun once the game gets so complicated that it takes more than one hour to figure out.
First, why would learning about new elements be no fun? Sure, it might make the game more complicated, but all elements would be logical, you can experiment and discover in the editor, and you'd have unlimited attempts at finding out how something works. If at first a monster appears confusing, you'll have all the time and tools you need to try to figure out how it works, and if the concern is not individual monsters, but more the memorising of many, then if you play enough, you'll eventually get the hang of it. Also, if you're not attracted to such complexity in the beginning, then there's no reason why you can't just stick with the basic monsters until you're happy to use them, and then move on. I personally think that it's better to have too much complexity that you know is there, but you can just ignore it with no detriment to gameplay, than it is to have too little and so not be able to access it when you want to progress.

As for the controls, there are only 13 keys you have to learn the use of, you'll have an infinite time to make such moves, and no such things as "combinations" exist, so I don't quite agree DROD has the same of complexity as an action game.

Making more holds
There may come a time when even an apparently inexhaustible idea might run out, so innovation would be the key to expanding it greatly. One thing that makes comparing DROD with a game like chess unfeasible is the fact that chess is a two-player game, and DROD only a one-player game. In chess, much of the novelty arises not only from the many possible positions of a game board, but also the unpredictable nature of your opponent. If you played a completely predictable person, Chess would quickly become boring, since you could easily win your games after a while. With the unpredictability of a good opponent, however, the game is transformed by the psycho-analysis you must perform on the other person to win. In fact, the game of Chess is far more complex than you think, since it is not just the simplicity of the rules that make the challenge, but it's more understanding the mind of your opponent, in order that you can beat him at the game.

DROD, on the other hand, with its highly predictable nature (with the exception of serpents and certain types of monster order puzzles) will eventually need more complexity to keep it going. A room used in a hold will always be the same forever, and so to make something more interesting, you would need to use a new idea or make an unusual variation on the theme to do so; you can't just copy the room and hope that somehow the monsters will move in a different, completely unexpected way. The predictability of DROD is its own limitation; you cannot make the game more complex than the code that makes it up (whereas in Chess it is the mind of your opponent that's the limitation on complexity) so there will be a lower limit on the number of new puzzles it is possible to make.

More level graphics/themes
Making the music better / more music available
Improving the content and design of drod.net / caravelgames.com(net)
Making the forum a little less blue / better design
Adding more stuff to the store

Interesting ideas, but I'd say these are sort of secondary, and that if prioritised, would actually impact the novelty of DROD.

Imagine that the developers immediately stopped work on anything fundamentally new to DROD forever, and only worked on these things. Sure, after a year, we'd see all sorts of nice things, maybe new scenery, a radically new site, amazing music, and so on, but for DROD itself, what good would it do for the actual game? You could try loading 100 different styles one after another to fill a hold with, but you'll eventually get bored of looking at the same old thing over and over. So what then? You could try to make new holds, but what if all the ideas are exhausted? Then what?

If new game elements are made, at least don't make them monsters with new moves...I really think black gates are a great idea, for example, but new serpants with new patterns that you have to learn completely different strategies for aren't as necessary.

I wouldn't stop playing if new elements were made, but I just think that less users would play the game, and I really think the things in my list are more important. Once JtRH is released, I think these are what work should be done on.
Indeed, after JtRH, I agree work should be done on other things not entirely related to the game itself, but not forever. There, like I said before, is only a certain amount you can do. After that, something should be introduced to keep it going; to make it stay interesting.

To quote the title...

The Joy of Simplicity

...I can say that you, in fact, are more highly likely to thrive on complexity than simplicity. You are constantly analysing and adapting to the world all around you, though you may not be aware of it. Even the most simple of social interactions, like greeting a person, carries with it an undercurrent of complexity. In that one encounter you would ask yourself (subconsciously) many questions to do with your interactions like, "Who is this person?", "What could I do to him?", and "What might he do to me if I do it?" many times over in order to decide what the best course of action is. In fact, sometimes we look for simple ideas in order to reveal the complexity behind them or the complexity they can generate, in all sorts of situations, not just ones involving people.

(This, by the way, is one theory that accounts for why humans have such unusually large and developed brains compared to other creatures in the natural world. Basically, the theory states that the evolutionary pressure was put on us not by our environments so much, but more other people; we evolved larger brains in order to cope better in increasingly complex social situations.)

Of course, I'm not saying that simplicity is a bad thing, for I agree that in time, as DROD grows, it will require longer for newer players to learn how to play, so greater attempts to lessen the learning curve would be necessary. However, as human beings, it is an innate part of our behavoiur that we look for innovation, so often, a forced reduction in complexity does nothing more than stifle development in one particular area of our lives. If we get bored with something, we'll just go off to look for something else to do.

[Edited by agaricus5 at Local Time:03-30-2005 at 10:30 PM]

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03-30-2005 at 09:00 PM
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SbCl3
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wow...good points. I really just don't want the developers to overdo it to something like two-dimensional Dungeons & Dragons or Halo2.

Another concern i have is that there may not be enough level time to introduce all of the elements to those who have never ever played before..

If caravel drod, something different that you need to focus on switches itself almost every level, and then is slightly combined in the next. With 25 levels on the last version, erik just managed to fit everything in nicely. However, all the different interesting combinations of play may not be well introduced in the next version; they may all be, but don't have entire levels dedicated to them.

I also don't think DROD needs to get that much harder...the page on JtRH says it will be much harder than KDD. Having 25 levels comparable to Bavato's Dungeon or some other super-hard hold would be an absolute nightmare for me. This also goes along with the 25 level thing...if the game got harder, there wouldn't be too much time for players to adapt. Maybe I just think it was hard..who knows how long it took you guys. Each level only takes 1 or 2 hours (unless its level 15, then it can take significantly longer), but thats still a lot of dedication to ask from a buyer.

[Edited by SbCl3 at Local Time:03-30-2005 at 11:06 PM]
03-30-2005 at 11:05 PM
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ErikH2000
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SbCl3 wrote:
Another concern i have is that there may not be enough level time to introduce all of the elements to those who have never ever played before..
That concern came up more than once during development. Originally, we had so many game elements that we actually cut out something like half of them so that the levels wouldn't be too crammed. And later we responded to criticism from testers and took further pains to make element introduction smoother in the levels. The hold still has more elements than KDD, and I suppose some people will think it is packed a little tight.
I also don't think DROD needs to get that much harder...the page on JtRH says it will be much harder than KDD.
Well, that's subjective. The guideline during development was "make it as hard for a new player as KDD is", and we repeatedly went over the rooms to tone the difficulty down. But still, for a new player, it is probably a bit harder than KDD. For a returning player, I don't think it will be harder than KDD was to beat.

-Erik

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03-30-2005 at 11:17 PM
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eytanz
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To weigh my own opinion here -

I am a firm believer in "less is more" as a slogan. However, it has its limits. Basically, I don't think it's that important to limit the amount of new features. That's sort of meaningless. Even with a few features, it's possible to create good and bad holds. More features increase the amount of bad holds, but they also increase the amount of good holds.

What I think is important is to be very selective as to what new features are introduced. Basically, every new feature should be reasonably simple on its own. And that's something I will fight a lot about, and have already fought a lot about. Ask Adam or Mike how annoying I can be when I think something is too complex (whether I'm right or wrong).

I'm very happy with JtRH. We have basically only one element which is really very very complex (scripting). Everything else is more or less true to the spirit of KDD. And since I take scripting to be a very special exception, as long as I on the dev team, I can at least promise that complicated features will not go in without a fight.

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03-31-2005 at 01:10 AM
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As often as Eytan and I have had disagreements, I still must agree with him here. Scripting is powerful, but aside from that I'd say all of the new elements are simpler than goblins, except serpent-based monsters which are no more complicated than serpents. (Slayer may be about halfway between serpents and goblins, I suppose.) I also think the new elements are very balanced, allowing for a rich set of puzzles by combining very easily understood elements. I believe we were conservative about only adding new elements that are clear assets to DROD as a puzzle game (plus scripting to enable some story telling). There were many elements we tried out and that had definite appeal, but that we put on the backburner anyway in favor of what we ended up actually including. Perhaps surprisingly (or perhaps not), it tended to be the simpler elements that ended up being more useful for creating rich puzzles. Most people will be quite pleased, I expect, when they finally get to play around with what has been put together.

(By the way, despite this being my six hundred and sixty-sixth post, I do not believe it is an evil one :blush.)

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03-31-2005 at 01:36 AM
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Mattcrampy
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icon Re: The Joy of Simplicity (+1)  
I would have put the Slayer at a greater complexity, myself. It's naturally brained, just a bit slower than most creatures in the movement stakes.

The thing about the Slayer that I suspect extrapolates to other complex monsters is that the Slayer's complexity is only good for a limited range of puzzles. If you make it possible for the Slayer to reach Beethro, the room by necessity becomes a Slayer chase. The Slayer is difficult to deal with and complex to control, so the Slayer tends to dominate rooms that he's in because he's responsible for a lot of the challenge in the room. This means that if the Slayer's behaviour is always the same - chase Beethro (high chance of success), kill Beethro - this is going to be a dominant factor in how the room plays. The roach does a similar thing, chase Beethro, kill Beethro, but its low chance of success means that what happens when the roach doesn't succeed in chasing Beethro makes the roach a richer source of puzzles. For example, you can trap a roach, where a smarter goblin or the Slayer may not be trapped.

Puzzle potential is based on variety of behaviour, as I guess it, not complexity of behaviour - you can make a very interesting game based on variety of behaviour, while complexity of behaviour is more or less independent.

Matt

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03-31-2005 at 04:40 AM
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Caravel Forum : Caravel Boards : General : The Joy of Simplicity (after JtRH | What needs to be focused on)
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