![]() ![]() Crawl basically doesn't care about this: yes, if you stop flying and thereby fall into an unsurvivable place, you will die. And they've thought about what would, or wouldn't, cause flasks to shatter or eggs to break, and what the consequences of that would be, and so on. To take one example, NetHack developers have thought a lot about gravity and circumstances where you or some object falls on top of you or some object or some trap and exactly what should happen then. > You fall into the lava! Your small shield bursts into flame! Your pair of leather gloves bursts into flame! You burn to a crisp.Īnyway, that's less than 600 words, but I hope it's useful!Įdit: I like the sibling comment's observation that Crawl is "not simulation-y". Your character class is more consequential in Crawl (there are comparatively larger differences in skills and intrinsics that result from it), though in NetHack it does result in a single completely unique per-character-class dungeon branch in each game.Īs an example of the UI helpfulness difference: if you try to walk into lava in NetHack: In Crawl, they're extremely widespread and you might find or use several dozen in a game, including ending up equipping 100% artifact weapons, armor, and jewelry by the end. Artifacts (special, unique items with abilities different from their base type) are rare and you might find or use something like 1-4 of them in a typical NetHack game. Item identification (and modification) is much more important in NetHack. In NetHack there are minor differences related to your god's alignment which you would probably not need to think about in a typical game there are always exactly 3 gods, of 3 distinct alignments, in a NetHack game. ![]() Religion is dramatically more important (and complicated!) in Crawl, and different gods significantly change your play style. In NetHack you even need comparatively rare items to learn with certainty what resistances you have at a particular moment in Crawl you can pull this up on a convenient screen at any moment. In Crawl, the online help system will, in recent versions, even reveal your current exact hit probability against a particular enemy and the enemy's hit probability against you, as well as what kinds of attacks and resistances each of you has (and you can also learn more about why, if you want). In NetHack, the game almost never reveals any quantitative or concretely practical information about the purpose or effect of something, and even things like weapon hit percentages and relative efficacy traditionally are considered spoilers. The two games famously differ in their approach to spoilers. In Crawl, it is probably already long obsolete and likely refers to monsters, items, or dungeon branches that no longer even exist in the modern game. In NetHack, obscure game knowledge that you acquired twenty years ago is still extremely valuable. In NetHack, unidentified scrolls are somewhat more dangerous than unidentified potions in Crawl, unidentified potions are uniformly more dangerous than unidentified scrolls. Both games have conduct challenges of various kinds to make the game even harder. The poison was deadly.") and in terms of allowing the player to take actions that foreseeablely result in waste or instant death.Ĭrawl has more replay value in terms of different ways to win, and even different definitions of what counts as winning. many more distinct ways to use a given item), and is crueler both in terms of unavoidable deaths ("The spikes were poisoned. NetHack is older, funnier, prioritizes and facilitates obscure knowledge on the player's part more (e.g., complicated techniques for identifying items that require memorization), has more complicated interactions between and among items, players, and the environment (e.g. I was once going to write 20,000 words or so on this question, but haven't gotten to it yet.Ĭrawl is much newer, much more actively developed, much more prone to radically change from version to version, much less based on learning details through experience, much more helpful to the player in the UI (both in terms of features like autoexplore, autofight, autotravel, and item search, and in terms of proactively prompting you to avoid accidentally doing wasteful or pointless actions). ![]()
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