1) Do you think ASCII tiles can repeatedly give a feeling of grandness and magnitude?Grandness is in the players' mind, so the representation on the screen is of little importance. Breaking in to a cave for the first time is always going to be interesting for what you can find, but at the end of the day it's still just a cave. It's up to the player to find something 'grand' about it (like a perfectly square multiple zlevel collumn)
2) How visceral do you prefer your combat?http://www.youtube.com/watch?v=EgHMXQLtjS0Skip to 1:34 for a fight against a Troll.
http://www.youtube.com/watch?v=p4Gp-QVSJCQSkipping to 0:25, the player must play a racing minigame to lure a water monster into a whirl pool.
http://www.youtube.com/watch?v=cdykNWPmq5wThe player is immediately given some items that are directly used just seconds later against a dragon and wizard. Two fights in one area, based on the same theme of timing.
Compare with other combat systems also on the NES (i'm not lying) or even with combat systems today, and you'll see why i prefer something that lets me use my brain instead of just mashing the "KILL" button over and over on some gun with a pathetic range/damage with the model of a knife doing a swinging/stabbing animation. (seriously, knives are treated in code in today's games as guns with almost no range/distance value for its hitscan check)
Also, fuck "luck" and random numbers in combat. The only reason why his arm doesn't get chopped off is if he has a "My arm can't be chopped off" item/skill. [All luck and random chance does IMO is force the player to advance to a point where he does what he wanted to do reliably in the first place; if you know you'll never fail your level 3 spells when you're level 6, do you really want to cast your level 3 spells at level 5? No, because you have a chance to fail them, and thus a chance to die. So you waste time and enjoyment making sure the game won't fuck you over the first chance it gets.]
3) What is your take on item systems?DF-like material/item system but not necessarilly so in-depth as DF.
4) Simply put: High magic or low magic?Low magic. High magic turns into "StarTrek Teleporter" combined with World of WarShits' user interface of skill buttons. Basically, if i can turn air into fire, or water into ice, why can't i just burn the air in my targets' lungs and turn his squishy water-filled brain into a neuralogical icecube?
"StarTrek Teleporter" :
You have a machine that can alter the fundamental structure of an object by moving its parts around on an atom-per-atom basis, as evidenced by the many "accidents" for the "safest way to travel" which reduce people to goo.
- You can make a perfect copy of yourself who lives a "What if i didn't get off the planet?" situation (TNG)
- You can make a bullet-shooting gun USEFUL in a setting where everyone and their mother have PZZSHEW rayguns... By teleporting the bullet directly to its target moments after being fired. (DS9)
- You can combine people into a new being, and then have your psychotic bitch captain order him uncombined back to their original selves so she can add "murderer" to her resume for admiral (Voyager; epside "Tuvix")
5) Finally, do you prefer playing mods or competitive gameplay?Fuck competition. Fuck cookie-cutter mods. But mostly, fuck competition. IF a mod isn't cookie-cutter (and they almost always are cookie cut-outs of something else) then that's awsome, but sadly they usually die for reasons other then being cookie cutter.