You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
- The role information will play at the core of Ultima Ratio Regum.
- Information restriction as a result of simulation - line of sight, unidentified magic items.
- Randomness leading to a lack of information on the outcome of actions.
- Removal of hidden information in many modern roguelikes, such as Tales of Maj'Eyal.
- The role of item identification, how it's often implemented badly, and some thoughts on how it could be done better.
- John Harris' post on Rogue's id system.
- Online guides and wikis for games, and how it can lead to awkward play.
- Designing the game to include all the information players need.
- The tension of exploring an unknown dungeon, and how some games play on this with level messages.
- Information changing the player behaviour, and helping keep them engaged.
- The change in gameplay when not using field of view (making the whole map visible). (I also mentioned the FOV system in a maths-based roguelike, but it wasn't called MathRL as I claimed and I can no longer find the relevant game :-/)
- Sound and animations to deliver information without logs.
- Communicating important gameplay moments to the player.
- Player knowledge of AI actions and abilities, and the impact on gameplay and tactics and how player's plan their gameplay.
- Mark's plans for an updating log and encyclopaedia in Ultima Ratio Regum.