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May 19, 2013, 05:19:14 PM
TIGSource ForumsPlayerGeneralRoguelikes
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Aquin
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« on: October 27, 2009, 09:49:58 AM »

For the uninitiated, there is a lot more to the Roguelike genre than you might think.

http://www.dreamofwinds.com/lonely/?p=1185

Article talks about:  Rogue, NetHack, Adom, Dwarf Fortress, DoomRL, and Slashie's stuff.

They're chock-full of procedural content, which is now starting to make headway with general gamers.  They're easy to create for budding developers, due to turn-based gameplay and ASCII graphics. 

And man, they sure are popular around here!

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« Reply #1 on: October 27, 2009, 11:15:20 AM »

Why is DF always lumped together with Roguelikes? I mean sure it has ASCII "graphics" and lots of procedural shit, but the term "Roguelikes" literally means "games that are like Rogue" and DF's gameplay is VERY different from Rogue.

Anyway, the article is a good introduction to the genre, mentions all the important ones etc, but it would have been nice if the influence of Roguelikes on other, more popular games would have been discussed more. After all, games like Diablo, or more recently Spelunky, are heavily influenced by RLs, as are tons upon tons of "random dungeon crawlers" that have come out over the years.
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« Reply #2 on: October 27, 2009, 01:07:35 PM »

Why is DF always lumped together with Roguelikes? I mean sure it has ASCII "graphics" and lots of procedural shit, but the term "Roguelikes" literally means "games that are like Rogue" and DF's gameplay is VERY different from Rogue.
Well it does have the roguelike mode, eventhough that is not yet at the most enjoyable state.
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Melly
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« Reply #3 on: October 27, 2009, 01:17:03 PM »

I guess he should clarify it as "Adventure Mode of Dwarf Fortress" but it's not a big issue.
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« Reply #4 on: October 27, 2009, 01:19:05 PM »

I never could get anywhere in ADOM. I always died within minutes. Don't even know where the fuckin' dungeon is.
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« Reply #5 on: October 27, 2009, 01:24:34 PM »

I always thought it was stupid the ridiculously convoluted controls traditional roguelikes employ. It's not my idea of fun to memorize 50 different keyboard commands, most of which probably aren't used with much frequency.
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« Reply #6 on: October 27, 2009, 01:38:37 PM »

Well it does have the roguelike mode, eventhough that is not yet at the most enjoyable state.

Oh boy is it worth it to try and win as many fights by wrestling though, it isn't sane.
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« Reply #7 on: October 27, 2009, 02:35:43 PM »

I always thought it was stupid the ridiculously convoluted controls traditional roguelikes employ. It's not my idea of fun to memorize 50 different keyboard commands, most of which probably aren't used with much frequency.
The thing is, when you look at something like old DOS RPGs the controls mostly suck terribly as well. It's kinda strange that it took them so long to discover context sensitivity.

Also, I think Crawl, for instance, has pretty reasonable controls. Nethack on the other hand has a slew of useless commands that could easily be merged with others. But still, I have yet to see a roguelike with a good "contemporary" control scheme. Why are RL developers so conservative in that respect?
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« Reply #8 on: October 27, 2009, 02:39:59 PM »

Well, it evolved from a desire to be able to perform more and more actions. If you prefer roguelikes with only a few actions, the commercial Mysterious Dungeon series puts a lot of depth into only three or four basic commands(move, attack, throw, and in later games, skill).

Mage's Guild is a nice indie roguelike that only has a few commands; most of the games' depth comes from a mixing system.


I will admit that things like needing to Take off rings but Remove armor get a bit silly, and I'd prefer less specific commands that cover more situations, but I'm the kind of guy for whom the instructions for Treasures Of A Slaver's Kingdom made perfect sense.

"At the prompt, type your next action in natural English. For example, to barter with a merchant type USE GOLD COIN WITH MERCHANT, exactly as in real life."
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« Reply #9 on: October 27, 2009, 02:42:49 PM »

my love letter to Dungeon Crawl Stone Soup: "Sigmund must die!"
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Cymon
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« Reply #10 on: October 27, 2009, 02:43:05 PM »

I always thought it was stupid the ridiculously convoluted controls traditional roguelikes employ. It's not my idea of fun to memorize 50 different keyboard commands, most of which probably aren't used with much frequency.
That reminds me of X-Wing with keyboard and mouse. Ah, good times.

I like casual roguelikes, the so called coffee break roguelikes. The most complex one I enjoyed was DoomRL.

What I think is interesting is that no ones complaining about text based graphics here. I certainly hope we're all gentlemanly enough that such things are of no consequence to us.
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« Reply #11 on: October 27, 2009, 02:48:49 PM »

DoomRL is great fun, even for someone like me who plays the real shit (and suck at it :D).

Quote
my love letter to Dungeon Crawl Stone Soup: "Sigmund must die!"
Eeewww, you're playing the graphical version. How un-hardcore. Lips Sealed
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« Reply #12 on: October 27, 2009, 02:51:09 PM »

i'm post-hardcore.
i'm okay with ascii graphics though (love doomrl too)
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« Reply #13 on: October 27, 2009, 02:52:10 PM »

IVAN is still my favourite roguelike, just because of the material system and the bodyparts. :D
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« Reply #14 on: October 27, 2009, 02:59:18 PM »

IVAN is hilarious. Just the kind of situations you can get in.  :D
From a gameplay perspective, I also like the fact that it's less luck based with item related stuff than most RLs.
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