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Original post by TechnoGoth
Well it’s been a while since I played any of them but I can give you a brief run down of the features of each.
Thanks so much for this. I realize it's not even close to actually getting the feel of playing these games but I find it very useful to know what's been tried before.
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A dungeon consists of a randomly generated map, points of interest, and obstacles which are typically monsters. The same engine could generate a city. It would be just a different rule and data set, to go from generating a cargo hold filled with boxes of loot guarded by an automated sentry gun, to a vip lounge with a bouncer on the door filled with important contacts and individuals.
You’ll need a gun or some hacking skills to get into cargo hold on the derelict ship, but when you’re in entertainment district of a big city you’ll need use your social skills or cold hard cash to get past the bouncer.
I want to try to do this, but one huge barrier versus the typical rogue-like approach is that non-combat gameplay tends to pale in comparison to combat gameplay, especially when things are very abstract. You might feel a sense of dread being surrounded by monsters or excitement encountering that one creature with a special item, and there may be many strategies to evading the status effects of a particular dragon-- but this doesn't seem to apply to a social context. When you try to charm the bouncer and fail, for instance, what happens? Do you simply get expelled? What do you do then, switch to combat?
It's hard to structure socialization in the same mold as combat, although it's an interesting angle to experiment with.