Quoting: Phil Munoz
However, when I first played ADOM (my first rogue-like), I did not know that eating corpses indiscriminately will end up getting me killed. It's just stuff you learn as you play.
Quoting: peridot
[snip]...in ADOM if you miss an early quest, well, you'll get killed soon and start over anyway. In my first play through GearHead to the end I never atually *died*, per se, but I did restart three times as I realized my characters weren't really gong to work.
Don't get me wrong, I'm not arguing for more deaths in GearHead - I'd actually rather play it more like a classic cRPG. In fact it rather closely resembles, in play style, something like Ultima 6; even more so the old Crescent Hawks' Inception. Both are games I quite enjoyed.
See, I'm of the opinion that if out-of-character knowledge is
required to complete something or even survive, then something is not designed right. It breaks the suspension of disbelief, for one. I think all quests and tasks should be completable with readily available in-game knowledge and common sense (of the average person). If keys and clues are so obscure or hidden that it requires most players to read a walkthrough or have prior experience, then... that's wrong IMO.
But this kind of stuff boils down to personal taste and gaming preferences. Some gamers really enjoy a tough, challenging game - one so tough that one false step means death and either replaying the entire chapter/level or even restarting the game from the beginning. But some, like myself,
despise that level of difficulty and realism.
I can not enjoy games that are pushovers. However, I also can't stand some games that are completely unforgiving. For example, after trying some classics, I found that I was not fond of platform games - at all. And modern 3D platformers are not appealing to me either. I just find it too
repetitive to have to practice the same timed jump or ducking sequence over and over until I get it right. To me, that's boring and
extremely frustrating. I like to play games to relax, not to cuss and get worked up.
Similarly, I find roguelikes such as ADOM to be frustratingly difficult - if played without any savescumming. (But with savescumming I can enjoy it.) I do not find the appeal of constantly restarting from the beginning with a new character until I finally have most of the traps, tricks and strategies memorized. For one thing, I'm not that good at memorization. And things like high scores and bragging rights don't mean much to me. That is, except to aim to best my old score.
Besides, after playing for a week or so, I feel like I've already got a lot of time and emotional attachment invested in my character. And the aspect of gaming most rewarding to me is completing a good game - actually reaching the ending. That said, with
some games I can find almost as much satisfaction from the journey.