5 ms·
Unlike many other games, DCSS has an explicitly articulated design manifesto explaining the ethos of what is fun and why. It's _amazing_ and you should read it:
by inconshreveable 10y ago
Unlike many other games, DCSS has an explicitly articulated design manifesto explaining the ethos of what is fun and why. It's _amazing_ and you should read it: https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst#n-philosophy-pas-de-faq https://github.com/crawl/crawl/blob/master/crawl-ref/docs/cr...
I've pulled a few highlights:
> Speaking about games in general, wherever there's a no-brainer, that means the development team put a lot of effort into providing a "choice" that's really not an interesting choice at all. And that's a horrible lost opportunity for fun.
> Another basic design principle is avoidance of grinding (also known as scumming). These are activities that have low risk, take a lot of time, and bring some reward. This is bad for a game's design because it encourages players to bore themselves.
> The interface is radically designed to make gameplay easy - this sounds trivial, but we mean it. All tedious, but necessary, chores should be automated. Examples are long-distance travel, exploration and taking notes.
> the joy of discovering something spoily is nice, once. (And disappears before it can start if you feel you need to read spoilers - a legitimate feeling.) The joy of dealing with ever-changing, unexpected and challenging strategic and tactical situations that arise out of transparent rules, on the other hand, is nice again and again.
- bhickey 10y agocrawl dev here! I'm generally pretty dumbstruck by the rest of the team. They're as good or better than professional groups I've worked with. A handful of super devs really drive the project along and we've had a fairly long history to develop over. My own involvement is 7 years, while I think there are others who have been hacking on it since 2005. For a lot of the time dpeg has been our de facto tastemaker/PM.
- inconshreveable 10y agoi've been impressed with how well the crawl dev team has maintained the velocity and consistent vision over the many years (5+) that i've followed the project. thank you, and well done! is dpeg the author of that section of the docs?
- bhickey 10y agodpeg is probably the original author of the manifesto. Some of it is undoubtedly formed by accretion. He is also one of the originators of the contentious [Berlin Interpretation](http://www.roguebasin.com/index.php?title=Berlin_Interpretation http://www.roguebasin.com/index.php?title=Berlin_Interpretat...) of roguelikes.