Posted April 20, 2019
First, let's start this post with an example of something that could happen in, say, the Dragon Warrior randomizer:
* Player leaves the castle, encounters a Slime.
* Player decides not to cast Hurtmore, as it costs 5 MP (which is a bit much when you're level 1, and clearly overkill for such a weak enemy).
* Player attacks the slime, hits for 1 point of damage (expected this early in the game).
* Slime breathes fire, hitting player for 65 damage (definitely *not* expected; this particular attack is normally used only by the final boss), resulting in the player character's death.
As you can see, in this example the randomization gave a normally easy enemy a rather nasty breath attack, and I think the player will want to avoid this enemy in the future, at least until they become strong enough to one-hitt-kill them without having to spend 5 MP on a spell. (Fortunately, since the player isn't playing chaos mode, so the Slime still has its normal stats, and should be easy to run from; unfortunately, this also means they give only one experience point.)
Anyway, when it comes to roguelikes or other games with significantly randomized content, the question is: How random should things get? Is it OK to give early enemies (and perhaps the player) endgame-level abilities right at the start? Should monsters still have their usual stats, or should they be randomized? Should shop prices be randomized, and if so, how much? (I saw a DWR chaos seed where the Silver Shield, normally the most expensive item in the game, cost only 2 gold, for example.)
Or, to look at a roguelike, how random should enemy spawns and loot drops be? Is it OK to find the Ultima spell and encounter a Lich on the first floor, or should those not be able to spawn until later? Would it bother you if the Lich's stats were randomized, making it (maybe) killable by a first level character (only to then be killed in one hit by a grid bug), or should monsters of a specific type at least be similar from seed to seed? Should the entrance to hell ever appear on the first level of the dungeon, or should it wait until the player would be expected to be able to handle it?
Or, in general, how much chaos should there be in the game?
Here are some examples:
* Rogue: My understanding is that powerful treasures could appear right away if you get really lucky, but poweful enemies are reserved for later (though some of the early enemies can be nasty, especially if it's your first time playing).
* The Binding of Isaac: A lot like Rogue. I saw the world record speedrun, and it basically involved getting lucky and finding overpowered items early on.
* Dragon Warrior randomizer: The map, player stats, item locations, and the special attacks of enemies and the order in which spells are learned are randomized; however, outside of chaos mode, things like enemy stats are not. (For example, a Magician will always have its relatively low stats; however, it won't necessarily no Hurt. It might not know any spells, or it might be able to cast Hurtmore or use dragonlord breath (the attack the slime I mentioned earlier uses).)
* Zelda: A Link to the Past. Normally, only item locations are randomized (though there are variations that can randomize entrances or enemies). Furthermore, there is "logic" in the randomizer that is meant to prevent unwinnable situations; for example, the first boss (which requires the bow to reach) will never be guarding the bow, and the emblem needed to enter the Misery Mire dungeon (which is also randomized) will never be found in the dungeon itself. (There is an option in the randomizer to disable the randomizer, or specify what sort of glitches the player is assumed to know abount.)
* Tangledeep. This game doesn't feel that chaotic; the biggest source of chaos is in the random abilities assigned to enemy champions. The DLC adds more chaos in its additional content; Journeys give enemies random abilities, and Shara's story randomizes the abilities that *you* get to learn.
* Syoban Action (press '0' on title screen): This mode (called Mystery Dungeon mode in the Japanese readme) is quite chaotic, and makes no effort to ensure winnability; in fact, the chance of being able to clear it on any given life is quite low. Note that, when you respawn at a checkpoint (the game gives you infinite lives, even allowing your life counter to go into the negatives), the level is re-randomized, so often you just need to keep dying until the level is solvable (and the game doesn't decide to spawn an enemy right on top of you, of course).
So, how much chaos is good for roguelikes and other randomized games? Do you like it when things are chaotic, or would you rather have at least some of the game elements be consistent?
* Player leaves the castle, encounters a Slime.
* Player decides not to cast Hurtmore, as it costs 5 MP (which is a bit much when you're level 1, and clearly overkill for such a weak enemy).
* Player attacks the slime, hits for 1 point of damage (expected this early in the game).
* Slime breathes fire, hitting player for 65 damage (definitely *not* expected; this particular attack is normally used only by the final boss), resulting in the player character's death.
As you can see, in this example the randomization gave a normally easy enemy a rather nasty breath attack, and I think the player will want to avoid this enemy in the future, at least until they become strong enough to one-hitt-kill them without having to spend 5 MP on a spell. (Fortunately, since the player isn't playing chaos mode, so the Slime still has its normal stats, and should be easy to run from; unfortunately, this also means they give only one experience point.)
Anyway, when it comes to roguelikes or other games with significantly randomized content, the question is: How random should things get? Is it OK to give early enemies (and perhaps the player) endgame-level abilities right at the start? Should monsters still have their usual stats, or should they be randomized? Should shop prices be randomized, and if so, how much? (I saw a DWR chaos seed where the Silver Shield, normally the most expensive item in the game, cost only 2 gold, for example.)
Or, to look at a roguelike, how random should enemy spawns and loot drops be? Is it OK to find the Ultima spell and encounter a Lich on the first floor, or should those not be able to spawn until later? Would it bother you if the Lich's stats were randomized, making it (maybe) killable by a first level character (only to then be killed in one hit by a grid bug), or should monsters of a specific type at least be similar from seed to seed? Should the entrance to hell ever appear on the first level of the dungeon, or should it wait until the player would be expected to be able to handle it?
Or, in general, how much chaos should there be in the game?
Here are some examples:
* Rogue: My understanding is that powerful treasures could appear right away if you get really lucky, but poweful enemies are reserved for later (though some of the early enemies can be nasty, especially if it's your first time playing).
* The Binding of Isaac: A lot like Rogue. I saw the world record speedrun, and it basically involved getting lucky and finding overpowered items early on.
* Dragon Warrior randomizer: The map, player stats, item locations, and the special attacks of enemies and the order in which spells are learned are randomized; however, outside of chaos mode, things like enemy stats are not. (For example, a Magician will always have its relatively low stats; however, it won't necessarily no Hurt. It might not know any spells, or it might be able to cast Hurtmore or use dragonlord breath (the attack the slime I mentioned earlier uses).)
* Zelda: A Link to the Past. Normally, only item locations are randomized (though there are variations that can randomize entrances or enemies). Furthermore, there is "logic" in the randomizer that is meant to prevent unwinnable situations; for example, the first boss (which requires the bow to reach) will never be guarding the bow, and the emblem needed to enter the Misery Mire dungeon (which is also randomized) will never be found in the dungeon itself. (There is an option in the randomizer to disable the randomizer, or specify what sort of glitches the player is assumed to know abount.)
* Tangledeep. This game doesn't feel that chaotic; the biggest source of chaos is in the random abilities assigned to enemy champions. The DLC adds more chaos in its additional content; Journeys give enemies random abilities, and Shara's story randomizes the abilities that *you* get to learn.
* Syoban Action (press '0' on title screen): This mode (called Mystery Dungeon mode in the Japanese readme) is quite chaotic, and makes no effort to ensure winnability; in fact, the chance of being able to clear it on any given life is quite low. Note that, when you respawn at a checkpoint (the game gives you infinite lives, even allowing your life counter to go into the negatives), the level is re-randomized, so often you just need to keep dying until the level is solvable (and the game doesn't decide to spawn an enemy right on top of you, of course).
So, how much chaos is good for roguelikes and other randomized games? Do you like it when things are chaotic, or would you rather have at least some of the game elements be consistent?