
Then the travelers go to a stream and fill the pot with water, drop a large stone in it, and place it over a fire. Upon their arrival, the villagers are unwilling to share any of their food stores with the hungry travelers. Some travelers come to a village, carrying nothing more than an empty cooking pot.

(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. > the joy of discovering something spoily is nice, once. Examples are long-distance travel, exploration and taking notes. All tedious, but necessary, chores should be automated. > The interface is radically designed to make gameplay easy - this sounds trivial, but we mean it. This is bad for a game's design because it encourages players to bore themselves. These are activities that have low risk, take a lot of time, and bring some reward.

> Another basic design principle is avoidance of grinding (also known as scumming). And that's a horrible lost opportunity for fun. > 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. Unlike many other games, DCSS has an explicitly articulated design manifesto explaining the ethos of what is fun and why. You don't need to make notes about where you've avoided a dangerous monster to avoid walking into its line of sight again you can make those notes in-game and the 'o' exploration function will avoid those areas. You don't need to keep separate notes about where you left items the game has a search function (including by item property, such as finding items that grant fire resistance). Certain buffing spells became so valuable to have constantly enabled that you'd benefit from re-casting them every time they ran out, so the developers rebalanced those spells so they could stay enabled all the time without a time limit, and you only have to re-cast them when the effect gets "used" by helping you. For instance, you can't sell items, so you don't need to lug around piles of items you don't need to sell them. The developers make a conscious effort to avoid any gameplay elements that would make players who do tedious actions better than players not willing to do tedious actions. For instance, you can find items via Ctrl-F (including on other floors, such as in your stash on a safe level), safely wander around unexplored parts of the level via 'o', or do long-distance travel to other branches of the dungeon. I love how the game helps avoid tedium and memorization. Note that you can play online either via webtiles or via ssh for the text-based mode. (I've only escaped w/ the Orb once, as a Gargoyle Fighter.) The game has a few challenges beyond that, as well. Somewhat unlike NetHack, you need 3 runes to get the orb, but there are 15 in the game, making all of them considerably optional, and it's much more difficult to get all. The point of the game is to get the Orb of Zot and get out, much like NetHack. You can play online, too: (and I prefer this myself, as you can also spectate other players, and chat w/ them. On some levels, large parts of the level will be random, but a human designed piece might get integrated into it (randomly). The artwork is beautiful, and I'm especially fond of the dungeon generator: it's a mix of random layouts and human design, and the result feels a lot more natural and interesting. But, for example, it will warn you if you try to eat a mutagenic corpse, or wield something that will royally peeve your deity.) (Aside from, notably, running headlong into combat when you shouldn't. (Usually in DCSS, I find that I should have retreated much sooner than I did.) The game will generally warn you outright if you try to do something considerably dangerous. (Or Wiki hand-holding.) The game does a good job of killing you, and making you feel that, "yep… I did not play my hand right there." whereas NetHack will kill you for looking at it funny. Decently hard, but what I like about it instead of NetHack is that doesn't require the level of rote memorization that NetHack requires.

If you like rougelikes like NetHack, you should love Dungeon Crawl: Stone Soup.
