Archived from groups: rec.games.roguelike.development (
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> Go back to town? What kind of sissy haunted mansion lets people
leave?
> They need to be locked in, at least at the gate to the grounds, or
the
> bridge is out, or they're snowed in, or something.
I was thinking about this. The problem is, that defeats the purpose of
the Journalist/Photography abilities (where the player takes
photographs of monsters and sells them outside to make money.) Maybe
it would be better to give up on photography entirely and just lock
players in the mansion, which is, as you say, more suitable to the
genre; but an alternative would be to allow the player to enter and
leave at will early on, then lock them in once they've progressed past
a certain point.
Now, hear me through. Another advantage of this is that it emphazises
the feeling of iscolation when the gates are finally locked.
Stylistically, keeping the player locked in 24/7 isn't going to help
establish mood; the vast majority of Roguelikes out there lock the
player in in some fashion or another. It's accepted, so it won't
affect anyone's perception of the game... The outside world doesn't
really exist to them, so they don't feel like they're trapped. Whereas
a game like Gearhead has fantastic amenities available in towns--you
can whip out your phone and get cheap food, virtually free medical
care, ammunition, and so forth in an instant from virtually any city in
the game. This makes Gearhead's 'sewer-diving' missons and other
expeditions away from civilization seem much more isolated than they do
in games that never let you leave at all.
Of course something would have to be done to prevent the player from
stockpiling an insane amount of resources before they get trapped in
the mansion, but I think the idea does have some potental.