The reason NetHack isn’t already the Ideal Experimental Method Game is because once you learn what the right experiments are, you can just use them repeatedly each game; the qualitative differences between magical items are always the same, and it’s just a matter of rematching label to effect for each new session.
Yes. That’s why
So the game should generate different sets of fake names for each time it is run, and have some variance in the forms of clues and which NPC’s give them.
isn’t quite the perfect solution: you can still look up a “cookbook” set of experiments to distinguish between Potion That Works and Potion That Will Get You Killed.
To be fair, in real life, it’s perfectly okay that once you determine the right set of experiments to run to analyze a particular phenomena, you can usually use similar experiments to figure out similar phenomena. I’m less worried about infinite replay value and more worried about the game being fun the first time through.
Cookbook experiments will suffice if you are handed potions that may have a good effect or that may kill you. But if you have to figure out how to mix the potion yourself, this is much more difficult. Learning the cookbook experiments could be the equivalent of learning chemistry.
Yes. That’s why
isn’t quite the perfect solution: you can still look up a “cookbook” set of experiments to distinguish between Potion That Works and Potion That Will Get You Killed.
To be fair, in real life, it’s perfectly okay that once you determine the right set of experiments to run to analyze a particular phenomena, you can usually use similar experiments to figure out similar phenomena. I’m less worried about infinite replay value and more worried about the game being fun the first time through.
Cookbook experiments will suffice if you are handed potions that may have a good effect or that may kill you. But if you have to figure out how to mix the potion yourself, this is much more difficult. Learning the cookbook experiments could be the equivalent of learning chemistry.