Binky, I think you’re treading into dangerous territory by trying to change main-game things (well, you’d be fine if you were just putting in MOAR!! of things, but limiting/removing seems dangerous business around here). I was hoping hard we’d get a kinda’ dev-signed-off-on document or three that’d give us some blueprints to everything, but I think real life got in the way. Plus hey, maybe the devs just don’t all agree, like we on the forums don’t, too.
I hate to sound defeatist because I’m one of the biggest proponents of DDA being a more “believable-sci-fi/horror/Roadwarrior/realistic zombie-movie-experience roguelike” but … “dude, your changes would probably be best made into a mod!” I get the vibe the “main game” isn’t supposed to be … well … a traditional game of sorts. Maybe that’ll change as the big additions on the horizon get added (hoards, NPCs, etc), but right now I think DDA is basically a Katamari that hoovers up people’s item ideas and fanservice and absorbs them as cannon right now. The trouble is, as things get hoovered they become “normal” and set the tone of the game and then blah-blah slippery-slope argument no one likes hearing plus [size=7pt]“NO I MADE THAT YOU CAN’T TAKE IT OUT ME AND MY FRIENDS LOVE IT FUCK YOU”[/size] happens with a big helping of [size=7pt]“IF YOU DON’T LIKE IT JUST DON’T USE IT YOU **** OR JUST GO MAKE YOUR OWN MOD/GAME”[/size].
I’m with Bonevomit (well, with the fundamental tone and message of his words, maybe not exactly the fashion he spoke them ). DDA does in fact feel more and more “goofy” and less traditional-realism & roguelike as of late. (See thread currently in motion discussing Moose-Hammers [its basically rebar stuck in a dead moose?], Engine-Block Flails, etc.) That isn’t a bad thing, if that is what it is supposed to be. Romero movie, or Evil Dead? I can like both but one thing can’t BE both. Having fans of each genre try and contribute to a project to make it one or the other is going to be a mess, though.
So, I guess I’ll throw what is my take on the questions sometimes asked. I’ll answer using what I’ve gleaned from testing the game all this time, observing game additions, and reading the forums (Apologies if anyone gets bent out of shape about any of this, it isn’t an attack or negative judgement or admonishment of anything, and jump in and shout me down if needed):
Traditional “Roguelike” Game or Sandbox? Sandbox.
Purpose of the game? Minecraft-like Sandboxing; Storytelling/roleplaying of a character; very short beginning-game playthroughs until you hit the “I am a god” situation described earlier in this thread and many others.
“Romero or Evil Dead?” Evil Dead.
Limits on what to add? Nothing that can be perceived as “magic”, though CMBs and mutations that do magic-like-things that are in game already are staying; anything obviously badly offensive can’t be added usually (though this is the internet so people get offended and bent out of shape at all kinds of things, some totally irrational, & meanwhile other people can totally discount other’s 100% rationally-offended-states and jam in things they want anyway just because).
Otherwise I’m not sure on the limits for additions … it feels like “it is sci-fi” is a valid argument to add nearly anything that isn’t magic … “well it exists in real life” is a valid argument as to why anything should exist in game … “because it’d be awesome”/“well I think it is cool” has been used to add things that realism-purists would probably not like to see … etc. Sometimes it just feels like: Add things? YES MOAR all teh things!