One game to look at would be Brogue,the roguelike... The Brian Walker's Rogue...hence Brogue.
I played this a while back and being the first ascii game(but not first I've heard of) I played though not first roguelike (pixel dungeon
), I saw it as absolutely beautiful in graphics, like... are all ASCII games like this? The lighting, the effects.
But no, they're not. Not that it's a bad thing, and I don't mind graphics in games, so I see dwarf fotress as fine but comparing it to the ascii roguelikes before it you can see the improvement.
Nethack
Now that's not necessarily a bad thing for other games, as in yes, they did their job then brogue came in with nice lighting as it's thing, they have their own thing, that's okay. But the nice play on ascii graphics what I want to talk about.
So, you see, I find games (even movies and books) fun when things
escalate. Digging some blocks in a chasm-cave Minecraft, break cobblestone, water comes out from the place you dug, and pushes you down to you're inevitable death in the lava that was way down in the chasm. I think that is the beef of player-made and procedural stories. Like in Rimworld and Dwarf fotress. A point will come in a story where things start to build up and test if the "protagonist" can make come out of things successful.
Escalated
Brogue induces the feeling of stories well. One of the reasons could be from the fact that it doesn't induce grinding, so you're practically the same when you start a game at floor 1 compared to when you die at floor 8. The equipment based progression makes the game, though still have an aspect of luck, make you use your skill at planning than you're skill of bashing monsters. Here you're less like a powerful overlord as you go, but more of Bilbo sneaking his way past dangerous monsters - that
stay dangerous. Traps that have meaning. Battles that have feeling .Monkeys that like stealing...okay, I'm getting carried away, but still, coming out victorious in a strategic battle with an Ogre can feel glorious and awe inspiring
.
But now I show how Brogue, and others can and do, use these 9 ways of raising the stakes in plot from
this article:
1) Create physical danger
Fire? Poisionous gas? A goblin with a spear?
2) Create a secondary character who brings in new tension
You're walking peacefully with your small dagger and then you encounter a monkey, trapped by kobolds. You have to rescue it before its demise. Fine. Then as you sneak your way through depth 7 a notification tells you that an Ogre is seen. If you're not ready for this you could be smashed into oblivion by one of the earliest "strong" creatures of the game.
3) Introduce new problems
Okay, so you and your monkey are duking it out with this Ogre, but then you're health is running low so you take your chances and start checking those scrolls you have, maybe one will help you, though you should really have identified those scrolls in a safer environment before now.
So you go through them, enchantment-you enchant your dagger, nice. Identification-you identify a scroll of anti-magic/negation. That doesn't seem too useful. Your health is draining. You then use a scroll and it's a scroll of discord! It makes monsters discordant and attack each other, but it works on allies too! Oh no! You're monkey is now hitting you too! How will you prevail?
4) Give a character a complicated situation
Yeah I think that's covered.
5) Create obstacles for your hero
This whole dungeon is an obstacle
. For example the Ogre is an obstacle for you to get to the next depth.
6) Complicate things
You decide to test your luck in running away, but as you do it you come across a vampire bat, another strong-ish enemy, not good.
7) Remind the reader(player ) of the stakes
The vampire bat attacks you. Your screen flashes with a warning: "Health below 40%".(That actually does come up in the game).
8) Find ways to keep your protagonist moving from one location to another
The monsters are chasing you! You have no choice but to move! (Unless you was cornered then it would be fight or die, or fight
and die).
9) Add time pressure like a ticking bomb
That's it, you're a little distance away from the monsters and it's potion throwing time. If it's a good potion, like that of life, it would just splash harmlessly against your target, but if it's bad, like confusion (please be confusion), the gas would envelope them.
Well, it's fire. The bottle cracks against the Ogre's body and unleashes flame unto the surrounding grassy area, spreading like-like-well like fire. For each step you move to get away the flame moves three. You need to get out quickly. Your monkey burns to death, good ridance
. The Ogre is burning, though it's life is moving slowly, and the vampire bat doesn't seem to be burning at all, it seems like it's unaffected because it's flying
. You step, Fire, you are burning
. Time is running out to get out of here.
Conclusion
You decide to chuck down potions, one is a potion of life - YES! Next is a potion of posion gas -
NOOO . You crawl your way put of there before the posoin gets to you too much. The vampire bat dies from poison! It's working. Your life is less than 40%,
again. You make it out leaving the ogre and red glow of the flame behind. You did it you made it out of that situation. You're levitation wares off as you continue explore the dungeon, but then, as you go around that battlefield to reach the stairs to depth 8, after the gas cleared, you see, battered and burned, breathing difficulty, vengence in it's eyes, the ogre at 50% health.
. The ogre crudgels you from two spaces away. You try to run but the ogre charges at you with no monkey to distract it. It crudgels you. You're life is below 20%. You run. It crudgels you. The screen fades away as you - your character - dies.
Those are good things to pick from the game for immersive and player story telling, atleast for me
.