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10.
NetHack
Item discovery, random generation,
random items.
Published, developed and designed
by the NetHack Dev Team
Reason for inclusion:
NetHack is a game that
seems eternally capable of surprise. I myself have played it for well
over a decade, and even now I still occasionally happen upon some aspect
I wasn't previously aware of.
The game:
It takes the massive difficulty
of Rogue and, instead of lowering it, moves it. Moves
it away from the Random Bad Luck column and into the Stuff To Learn
column. Many complain about its difficulty, but because knowledge is
more reliable than chance, the most experienced hackers eventually find
the game too easy. This is partly because it's been the subject of some
of the most determined game FAQ writers in the world, and partly because
-- and this must be said -- its source code is open for everyone to
see.
NetHack contains random
dungeons, so there is still a mining-like aspect to the game, where
new dungeon levels must be sought out, not just because it gets the
player closer to his goal, but because once a level has been completely
explored there is no treasure left to find. Its predecessor Rogue
took this to extremes, in that random items were the only stuff to be
found, and some of those items were food rations which were required
for survival. The pressure is taken off of food a bit here (rations
tend to be common, dead monsters can be eaten, and the player can pray
for help when weak from hunger), but it remains that finding treasure
on the dungeon floor is very important.
In addition, and unintuitively,
monster generation isn't strictly according to dungeon level. In fact,
after the first couple of levels are gained and the player's hit points
are out of the danger zone, finding a great item will nearly always
be the better advantage for a player than gaining another experience
level. Stuff like highly-enchanted armor, a pair of speed boots, or
a cloak of magic resistance provide more benefit than the extra hit
points, to-hit chances and minor other advantages levels provide. Further,
and unintuitively, the maximum difficulty of generated monsters is the
average between dungeon level and player level, so the act of gaining
levels actually makes the monsters a little tougher in response.
All random dungeon games come
down to mining to some extent. In games like Angband, that forget
dungeon levels once the player leaves them, the practice of sticking
around the same levels and regenerating them over and over to build
up loot is so prevalent that there's a name for it: scumming.
The name comes from the idea that, by generating lots of uninteresting
levels, eventually one with a nice item will rise to the top.
Not only is scumming a successful strategy in Angband, the game
requires it. Requires it, and has even come to be designed around it:
successful players usually hang out on the levels on which are generated
mushrooms award permanent bonuses to stats until they max out their
ability scores.
The most mysterious aspect
of NetHack is the item identification system, which obscures
the identities of most magic items at the start. A player might find
speed boots lying around, but if he doesn't know what they are he might
not put them on. Or if he does put on unknown boots, it could turn out
that they're actually of a bad type, like fumble boots, and cursed so
they cannot be easily removed. This is similar to the system used in
Rogue, but there is a major difference between the two. In Rogue,
the function of most items can be figured out only through reading a
scroll of identify (which itself starts out as a random item) or by
use, which is often wasteful, or even dangerous. NetHack provides
far more ways of figuring out what objects do, and a player who has
learned them all finds the game much easier as a consequence.
Design lesson:
Two lessons here. The first
is that random games tend to be helped by item identification systems,
but they have to be designed around them. If the objects aren't selected
randomly then the player can remember what their types are from prior
plays. It does make the game more difficult, however. If you decide
to include random unknown objects, here are three techniques, corresponding
to Rogue, NetHack and Diablo --
Rogue: Unknown items
are useable, and difficult to figure out without great risk or resource
use. No bad item will directly end a game if used, but many of
them can lead to indirect death from monster attacks.
NetHack: Easier to figure
out items if the player has discovered the special techniques, but still
falls back on Rogue behavior if he doesn't.
Diablo: Unknown items
can be used, but their special features are not active until identified.
This tends to just be a way to make the player return to town from time
to time.
The second lesson is a bit
more obscure. To make an identification game work, there must be bad
items as well as good ones, to provide a risk for using without identifying.
Every class of random item must have at least one bad item in it. But
once the player knows what all the bad items are, the incentive to not
try things on randomly is much diminished. Every bad item discovered
out of all the types in the class makes the rest much easier to figure
out. This means that in NetHack, which is a very long game, the
item identification system tends to only be important in the early phases,
and partly because of this, the game becomes much easier once most of
the stuff has been discovered.
Links:
The NetHack Wiki
is a great resource in learning about the game. So is the Usenet group
rec.games.roguelike.NetHack.
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