HunchBluntley: url= http:// SLASH'EM XD
ValamirCleaver: I don't even know how that happened, I could have sworn I copied & pasted the URL.
Happens sometimes on those late-night posts. :D
ValamirCleaver: Yes; it's an enhanced, NetHack variant; I suppose one could describe it that way if one wanted to use loaded terminology. I would say it has more variety & therefore more varied gameplay. Are you next going to express the thought that extra "stuff" like Falcon's Eye & Vulture's Eye are in your opinion unnecessary?...
Not what I'm talking about -- Vulture doesn't really add anything to the
gameplay, it "merely" makes the
presentation somewhat more pleasant and user-friendly (Vulture happens to be virtually the only way I've played
NetHack since I first tried the former). When I said "stuff", I meant items and features within the game itself.
NetHack already has lots (and lots and lots) of built-up layers of legacy "cruft" (in this case, items, game mechanics and conventions from previous/other Roguelikes and which are of dubious gameplay value) that don't necessarily make the game fun -- and in some cases, actively hinder the fun for many players -- but that are basically "grandfathered in" at this point.
(If you want to get technical,
<i>SLASH'EM</i> is a <i>direct descendant</i> of a variant of <i>NetHack</i>, but I'm still not sure where any "loaded terminology" comes into play, either with that part or with my query about it containing more stuff. For god's sake, the title is an acronym for "Super
Lotsa Added Stuff Hack - Extended Magic", so I'm not sure why you're confused or offended by my statement. At any rate, [url=http://www.statslab.cam.ac.uk/~eva/slashem/]this page[/url], while probably somewhat out of date, still illustrates the "let's add a ton of stuff, change a few things, and drop almost nothing" design mentality that makes me avoid this variant.)
One of the things that's impressed me most about the people developing
Stone Soup is their restraint -- part of making a good game (or most any creative work, really) is knowing when to leave something out, when to
remove something that was previously in the game, but doesn't really serve a purpose any longer (or that the devs can't figure out how to implement effectively). It still kinda blows my mind that
DCSS has a section in the manual devoted to their
design philosophy for the game. There are professional game development houses who could probably learn some things about game design from these guys.