Monday, 1 June 2009

Emergent Puzzles in Roguelikes

BenHem, the developer of Wayfarer has written a thoughtful article on 'Emergent puzzles to beat the grind'. This emphasizes one of the key development goals I've been working towards with Unangband: puzzle situations naturally appearing from procedurally generated environments.

1 comment:

  1. Yo! Thanks for the mention, the input, and of course for UnAngband. I think you're right about keeping the player actions predictable in an unpredictable world. The more I think about the "tradeoffs" model the more it seems to actually increase motivation to grind.

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