Higher Game
Arcane
Roguelikes have all the complexity of great RPGs, but they lack great stories (kill the foozle sucks) and there is very little room for role-playing. I understand that replay value is important. Some people don't want to do the same quest or variant of it over and over again. However, one would think a single roguelike, maybe a single Angband variant would have a great story. No such luck. :evil:
Why? What is it about roguelike games that prevents dialogue trees and involved stories? Mainstream games like Baldur's Gate and Planescape: Torment had complex dialogue trees. Why do kvlt roguelike games that appeal to g33kz lack these? Are roguelike geeks too scared of reading? Are they more comfortable with numbers and stats? Maybe they think literature is gay or something. Homophobes. That's what it is.
:evil:
Why? What is it about roguelike games that prevents dialogue trees and involved stories? Mainstream games like Baldur's Gate and Planescape: Torment had complex dialogue trees. Why do kvlt roguelike games that appeal to g33kz lack these? Are roguelike geeks too scared of reading? Are they more comfortable with numbers and stats? Maybe they think literature is gay or something. Homophobes. That's what it is.
:evil: