For a while now I've been bugging myself to create a decent text-mode BYOND game, and I feel that a roguelike is the best way to do it (and show off BYOND's awesome text features! :).
However, I'm currently stuck in this particular design problem: singleplayer, or multiplayer? By far, the majority of roguelikes are singleplayer. This has its benefits, as does the multiplayer route. I'll try to outline some of the pros and cons of both.
The traditional roguelike is singleplayer, although is this tradition worth following? One of my biggest concerns is how the time will be controlled. The turn-based system of the traditional roguelike fits in perfectly in the singleplayer environment; it gives players as much time as they need to think about their actions. This would not be practical in a multiplayer roguelike.
Having a multiplayer roguelike would obviously be the first thing to expect, seeing as BYOND's focus is on multiplayer games. One advantage I see is that the interaction with other people will definitely add to the enjoyment factor (as long as people remain civil, of course). Working together to push your way through The Tower of Evil with a few of your friends can be much more fun than bashing those goblins by yourself. This means the sacrafice of a turn-based system, though. The game would have to run in real-time, hence giving the roguelike more of a focus on action and limited reaction time. Not to say that this is a bad thing, of course. My biggest concern about multiplayer is that players will clean out areas, leaving other people unable to find a place to hunt. One solution is a larger world, but that would make locating other people more difficult.
I'd like to hear any/all opinions on the topic, so that I can form my roguelike around the most appealing ideas. Thanks!
May 2 2003, 9:03 pm