I think it's not good for the player to experience too much failure, but failure is one means to teach the player that failure is POSSIBLE.
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Furthermore, failures insure the player has learned gameplay mechanics (generally speaking).
I agree, but that doesn't mean that any form of failure is good: I'm inclined to argue that it's still important that the mechanic that produces the failure be one that isn't frustrating to the player.
For an extreme example--and intentionally moving away from random numbers for a moment--let's say that at arbitrary (but set) points, we simply have the player character suddenly keel over dead. There's no enemy involved and no player input: the character just dies, albeit in a manner similar to a death in battle. We also make a point of having one of these points be very early in the game. Since this provides failures, and the early instance demonstrates that failure is possible, is it a good mechanic?
They'll come to think that they can reliably hit wolves, because 6 and less is very hard to roll on 3d6.
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True, but this still leaves us with the problem that I can't hit something "just because the dice say so": just as I'm frustrated fighting ordinary enemies in Pixel Dungeon, I imagine your third enemy as being frustrating to encounter; I suspect that my response to that foe would be likely to be less "Ah, a challenge!" and more "Argh, not one of these things!".
In TV Tropes terms, they sound (appropriately) like what that wiki calls "Demonic Spiders".
One could perhaps ensure that the player only encounters them when sufficiently levelled--but if we ensure that the player only encounters them when they're capable of scoring hits, then why not simply give the player a set damage range (perhaps scaling up as the character levels) and provide tougher enemies with one or more of higher health, greater damage, more abilities, or better AI?
On the other hand, admittedly, if there were some way to prepare reliable means of combatting them (stocking up on Holy Water, or keeping in reserve a sword that hits them more often, or whatever), and they're not apt to spring out of nowhere in just any level, then that might be fine: it becomes a challenge of preparedness, with a frustrating fight being the result of not having thought ahead.
(For example by analogy, there's a (somewhat annoying) enemy in Delver that has a long-range attack and a habit of both moving away from the player and weaving from one side to another. If the player had no access to ranged weapons, this would likely be frustrating. However, wands are not uncommon in Delver, and don't require identification, so I've learned to keep some in reserve for use against these foes.)
Similarly, if the player couldn't hit the thing at all, and either required something special (a magic sword or a plot item, perhaps) or was required to simply run away, then that too would seem more palatable to me.
... and you can still wake up one day and lose a fight against an inferior opponent because the conditions were difficult.
But in the cases that I'm finding frustrating (and it should be pointed out here that others have indicated that I've perhaps simply been playing the wrong games), I'm not losing because of untoward conditions, but because of arbitrary dice-rolls. I would expect that a hypothetical "perfect" player might be able to adapt to hostile conditions, but even a "perfect" player will presumably not beat the dice if the rolls run against them.
In an RNG system I had created for a prototype, I actually ended up cheating the odds. ...
That's an interesting system, actually! ^_^
I think that what creates more palatable results isn't specifically the concept of bad or good streaks, but the actual breadth of the values being returned.
Ah, I see, and do agree, I believe--thank you for the clarification. ^_^
The last link in particular goes into quite some detail on what Orymus3 has been talking about with demonstrations of different probability curves and different adjustments that can be made.
Thank you for those. ^_^
For what it's worth, I do think that I follow the mathematical arguments that Orymus is presenting. My uncertainty was more with what conclusions were being drawn (which has now been clarified) than with the supporting arguments themselves, I believe.
Crawl: http://www.dungeoncrawl.org/
Ah, yes--I've heard of it under its full name, but I don't think that I would have likely guessed it from the abbreviated form. (I think that my second guess was Dungeon Crawl: Stone Soup.)
Well... Rogue was the very first one. So it was not really the best one...
Heh, fair enough, and a good point!
(Although as an aside, according to TV Tropes it's not quite the first game of its type: TV Tropes lists dnd (an adaptation of Dungeons and Dragons, not the tabletop game itself) as an earlier game containing much of what would become the "roguelike" genre--although Rogue is still the "Troper Namer" and "Trope Maker".)
Nevertheless, Rogue is still presumably a member of the genre, and thus a similar game (such as Pixel Dungeon) surely isn't disqualified from the genre for elements that are present in Rogue.
To compare Pixel Dungeon with a real roguelike...
I'd rather not go too deeply into the definition of the word "roguelike"; suffice it to say that I don't like the stricter definitions, and feel that too-strict a definition of a genre can straight-jacket it, constricting its development.
As a reference point, I'm on the fence about whether Delver (which uses action-RPG combat mechanics) is a roguelike or roguelite; my intuition is to call it the former (if a relatively easy one), but the combat leaves me equivocal, perhaps leaning towards roguelite. As far as I'm concerned Pixel Dungeon is very much a roguelike--whether it's a good one is another question.
I'll note that outside of this thread I seem to keep seeing praise for Pixel Dungeon, both in Play Store reviews and otherwise. I even happened to stumble upon a recommendation of it when looking for something else recently.
To make it clear, random number during a combat was NEVER the cause of you losing the game. It was due to your other decisions (when to use resources, proper risk taking, skill, etc).
That, admittedly, I'm glad to read. ^_^
Save scumming is considered "breaking the game" in traditional roguelikes which are meant (and actually makes sens only) with permadeath.
That was my impression, which was why I was unsure of what you were saying: as I read it, your comment seemed almost to be recommending save-scumming, or suggesting that I was engaging in it. (I haven't save-scummed in a roguelike for a long time, as far as I recall.)
Play Nethack, Crawl or ADOM and see how you feel yourself.
I may do that. Nethack, as I've mentioned, I recall finding overwhelming in the number of actions available (albeit that this was quite some years ago now, I believe). I'm not sure of whether I've played Linley's Dungeon Crawl before, but I might give it a shot now that you've pointed it out. Thank you! ^_^