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Editorial Where I'm @: A Brief Look at the Resurgence of Roguelikes at GamesIndustry

Crooked Bee

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Tags: Ancient Domains of Mystery; Brogue; Dungeons of Dredmor; Dwarf Fortress; Faster Than Light; Roguelike; Tales of Maj'Eyal

GamesIndustry.biz offers an editorial on the "resurgence of roguelikes," referencing such titles as FTL, TOME, Dungeons of Dredmor, Brogue and Dwarf Fortress, as well as the classics like ADOM and Rogue.

"I think at heart they force you to care about your character," [FTL's Justin] Ma offers, when I ask him about the appeal of the genre. "Maybe not the same way one would care about Nathan Drake, but you definitely feel responsible for well-being of the person (or in our case, ship). This makes your successes and failures all the more compelling."

For some, the appeal is more practical. Johsua Day, who works on the traditional but accessible Brogue, sees it as a chance to create a game with a scope well beyond what you might expect from a smaller team.

"These games create compelling experiences without demanding large teams and complex coordination. Roguelikes are constrained by the need to present the player with everything they have to offer at all times - if you really want to improve a roguelike in one particular situation, you're going to end up making it better generally. Non-modal, non-narrative play sounds kind of weird when you first come into it, but as a hairshirt exercise it works brilliantly for keeping the focus on the here and now."

ADOM's Thomas Biskup, who like many roguelike developers, works pretty much alone on his project, agrees that the genre enables more ambitious development, arguing that opting for an ascii interface brings a focus to gameplay over graphics. [...] "It's so much fun not having to worry about pixels and instead being able to focus on the game, content and story that ASCII is a natural for me. Combined with the fact that ASCII graphics do not really seem to lessen the enjoyment of the game in any way compared to commercial graphics-intense games (probably due to the fact that the human mind is the most capable image processor out there and your imagination turns ASCII into whatever imagery you need) there is no real incentive to spend months and years on graphics when you instead can work on the story and content."

"I guess that many people interested in compelling game concepts are getting more and more tired of the shallow and boring commercial games that get put on the shelf by the big commercial companies. I could count at least a dozen fantastic game concepts from C64 times that lack any challenger in modern times...which really is tragic. Game companies usually seem to be so focused on 3D graphics these days that the most basic rules of enjoyable game design get totally ignored. I find it really tragic that modern computing power does not get used a lot more on complex and interesting game worlds instead getting kind of wasted on graphical effects that bore you after a couple of hours. There are so few brilliant exceptions that it really drives me crazy."​

Other questions discussed in the article include the problem of difficulty and "dumbing down," as well as the definition of the genre -- are roguelikes supposed to include a definitive set of role-playing mechanics, or do randomness and permadeath suffice for a game to be considered a roguelike? Or is it yet something else?

"The notion that there's any actually definitive set of mechanics is absurd to me," says [Dredmor's developer David] Baumgart. "The only definitive rules I can see are the broad definitions of the genre: permadeath and nonlinear elements, though even these rules can be bent to varying and interesting ends."

Cassini warns me that I'm likely to " find pain and death by old age," before I find any two people who will agree on a definition but argues that randomisation of maps, items and enemies is key - also going on to exclude something like Dwarf Fortress by suggesting that control should be direct and limited to "'One against all'; or maybe a small party. But it has to have a 'physical' representation of the player in the game; as opposed to RTS and such where the player is immaterial."

Dr Biskup is also keen to avoid being tied down to any particular set of factors, but identifies replayability, permadeath and content over cosmetics. Justin Ma opts for a similar set of permadeath, high difficulty and skill cap, and procedural generation. However, it's perhaps Joshua Day who encapsulates it best for me.

"The unspoken definition looks a little more like this: Roguelikes are games about decision making and risk taking under the influence of hidden information. Exploration, item identification, random combat rolls, even permadeath, all serve that goal. You explore so that more that was once hidden will no longer be, and you take risks to push the frontier back.

"You find unknown items so that you have to deduce information about them and relate that to your position in the dungeon (and even in the absence of item identification, there are still random item drops, which serve the same purpose). Random combat means that you have to plan for the unexpected even when you have good information about your surroundings.

"Permadeath means that the risks you're taking really feel like risks and that you can't keep information that you've gained when you do fail. Exploration and item identification always start back at zero."​

The article also goes on to touch on the question of roguelike communities and their importance. Read it in full here.
 

Deuce Traveler

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I noticed the common thread being the focus on what Dr Biskup noted: "content over cosmetics". Something gets lost in translation when people try to modernize a rogue-like game with action game elements that are popular today. I still find the older version of ToME to be much more fun than ToME4, because my character in the original ToME starts off weak and has to make it into the big leagues the hard way. A halfling thief I made in ToME4 had an insane amount of hit points and took out a troll or ogre of some kind at level 1 without too much trouble.

Likewise, the rogue-like graphical game known as Diablo is still well-revered today as opposed to Diablo 3, which may be liked by some but will not be as well revered as its predecessors as time passes. You can make a game as pretty as you want, but content is what still matters in the end.
 

maverick

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I'm a complete noob on rogue-like games.
I remember playing an old star wars game called Yoda Stories back in the 90's. Is that an example of roguelike?
Also, which rogue-like would the codex recommend to get acquainted with the genre?
 

Metro

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I remember that although I never played. It was by Lucasarts (obviously) who also put out a similar style of game featuring Indiana Jones. I don't think they were really roguelikes just had some features in that they presented quickie randomized adventures to playthrough. As far as a good one to start out on you could do one of the free ones but Dredmor is good for starters because it's more casual/approachable. It's almost free as it frequently goes on sale for a dollar and change.
 

Crooked Bee

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Also, which rogue-like would the codex recommend to get acquainted with the genre?

Depends on how "casual" you want your first roguelike to be, really. Dungeons of Dredmor is an obvious choice, but I got tired of it rather fast, personally. I would rather recommend TOME, DoomRL or Binding of Isaac.
 
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One thing the article didn't mention is the way roguelikes handle turns, which to me is one of the defining features. The complete lack of a distinction between combat and non-combat modes has a subtle, but powerful effect on how you treat problem solving.

Also, which rogue-like would the codex recommend to get acquainted with the genre?

The Vulture project might be a good place to start. Nethack/Slash'EM (and apparently variants) with an isometric view (don't use though, play off of the map) and, more importantly, a more manageable UI for a beginner. NetHack is one of my favorite all-time games and the first roguelike I played. With the visual UI of Vulture its complex, but pretty accessible.

Don't be afraid to look up how you do things - it gets alot more fun once you understand things like the basic identification techniques (particularly pet curse detection, price identification and wand engraving). Also Elbereth is your friend, write it in the dust with your fingers if you have too.
 

maverick

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Thanks for the suggestions everyone. DoomRL seems to be much fun :D I'll give it a try first.
 

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Have there been any decent party-based rogue-likes? The underlying concepts are fantastic, and I wish they would translate more into traditional cRPG design.
 

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Party based 'roguelikes' (== permadeath) would quickly escalate into spectacular grinding exercises without some mechanic like levelup new characters to the 'team level'.
Movement defaults would likely be Darksun like (or almost all jrpgs) - a 'blob' or 'conga line' for normal movement; dedicated combat mode with 'tactical' movement - not IE like where need to select everyone to move the whole party all the time (annoying in TB, and runs the risk of just parking the pc on a corner somewhere and run the risks with the disposable fodder).

In fact, this is just what TOME4 did with the new 'summoned' companion npc of the psionic tree (it's not really a party because it's not pc controlled, or a real pc).

The harsh truth is that roguelikes don't really care about team tactics mostly. You'd suppose even the monsters AI could notice they have some synergistic abilities going on, but when that happens it's by accident or deliberate, one-off boss design. It's a natural next step, but i guess the authors are worried about the next degree of abstractions (phase or initiative? Blahblabha) and UI problems of keyboard only interface for a party based game. TOME4 has a a chance to be turned into a 'party game' (due to the professional...ish GUI) but i'd think it would be substantially easier then.
 

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I figured as much. Then what I would like to see is more of the roguelike mechanics and principles work their way into indie titles. (Because it will never happen at a mainstream level.) The idea of finding items and clues with little or no information, and experimenting to fit the pieces together, as well as the freedom of wandering into unknown areas that could be over the player's head.

I've played ADOM, but miss having a party of characters.
 

Gozma

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I'm a complete noob on rogue-like games.
I remember playing an old star wars game called Yoda Stories back in the 90's. Is that an example of roguelike?
Also, which rogue-like would the codex recommend to get acquainted with the genre?

Dungeon Crawl: Stone Soup is the distillation of the first 25 years or so of roguelikes, from Rogue to Nethack and Moria to ADOM with most (but not all) tedium, dumb design, and degenerate gameplay removed. You can also go with Nethack which is really fucking unique and charming but also really obtuse and questionably designed; you also probably won't be able to play games like it after getting the UI and functionality expectations Crawl will give you. ADOM is in a similar situation but Biskup has just started developing on it again so who knows.

Crawl is still, even as a distilled kind of game, really fucking big and complex, so you can alternately go with smaller stuff like Brogue (have not played myself) or DoomRL.

Tome is another option; I don't play it so listen to other people. I find it really irritating because I don't like worrying about builds and shit, but if you are a 3rd edition D&D type probably a good choice.

As far as combat depth and so on: I feel like there is still plenty of headroom in something like Crawl to get interesting combat out of traditional roguelike movement and so on (many of the spells in particular, like say orb of destruction, create interesting dynamics) - but I haven't played it in a year or two and they keep doing shit I don't understand when I check on them so whatever.

There isn't anything you can do with a blobber that you can't do with traditional roguelike combat, plus more - the name "blobber" is supposed to be a hint that the "party" is a fiction and you could obviously load all that depth of options into your "one" roguelike PC if you want.

Edit - Crawl also hovers right at the edge of being unfair; even a really excellent player probably can't win more than 50% of games if started using a randomly chosen character (although this gives the skill headroom superhuman players need to show how good they are with 20-game winstreaks and other insanity). So, you know... the easily frustrated will probably be frustrated.
 

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Have there been any decent party-based rogue-likes? The underlying concepts are fantastic, and I wish they would translate more into traditional cRPG design.
There are some listed here:

http://www.rpgcodex.net/forums/index.php?threads/squad-level-tactical-games.7389/

They're in the 'Roguelikes' section at the bottom.

Thanks, some of those look interesting and will check out.

As for the correlation between roguelikes and party based dungeon crawlers, I think there is some truth there. I was interested in this article because any perceived resurgence in the genre would auger well for a likewise resurgence in "blobbers".

But to be fair, roguelikes have more elements that are hardcore, and I would like to see an oldschool crawler rise to that level.
 

OSK

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I remember playing an old star wars game called Yoda Stories back in the 90's. Is that an example of roguelike?

I remember that game! I used to play the hell out of it when I was little.

Star_Wars_Yoda_Stories_4.jpg




I wouldn't really consider it a roguelike. It's more of an adventure/puzzle game with randomized quests and maps.
 

SCO

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The sequel of Indiana Jones desktop adventures. Have it running on dosbox here (IJDA that is, since it only requires windows 3.11 unlike Yoda Stories).
 

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I think ADOM is probably the best-looking and easiest-to-control rogue-like, which is also easy to learn due to the excellent help-system. And by best-looking I mean it has clear, easy-to-read ASCII graphics.

Nethack is a wonderful introduction to rogue-likes that is difficult to master and extremely well documented. I don't recommend Crawl as a first - I found it odd to learn and somewhat clunky, yet very engaging.. I would save it for third. That's the only ones I am particularly familiar with.

Also don't expect to "beat" a rogue-like. They're much like an arcade game in that you'll game over 50000000 times before ever seeing the "ending". Well, maybe not that often... I'm just not very good at them.

Edit: I quit Dungeons of Dredmor after 10 minutes. Binding of Isaac is addictive but it's... more of a randomly generated Zelda game with some rogue-like aspects. It's hard to explain. But it's not the quintessential rogue-like experience.
 

DwarvenFood

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Some say FTL is a rogue-like.. But for the real experience I do recommend Nethack and/or ADOM. Haven't tried Stone Soup myself (any link to the childrens story?) will try. Found Dredmore to be quite dreadful. Isaac is great but more zelda/llamatron-like.
 

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Jasede and DwarvenFood nailed it when it comes to rogue-likes and variants. I also couldn't stand Dungeons of Dredmor, by the way. Stone Soup was alright, but I still prefer some of the older versions such as rogue, angband, zangband, moria, and so on.

If you don't mind running games through DOSBox you can find the following old-school rogue-likes that can teach you the basic ropes before trying some of the flashier newer versions.

I used to go to Thangorodrim for an archive of rogue-likes but the site is down. I found these:

DOS Version of ADOM http://terstiege.de/adom/download
DOS Version of Rogue: http://digital-eel.com/files/Rogue.zip
DOS Version of Zangband: http://www.zangband.org/
DOS Version of Moria: http://beej.us/moria/files/pc/zip-arc/
DOS Version of Angband: http://angband.oook.cz/download.php

Angband.oook.cz also has some more links to variants. Further you can find others at various abandonware sites.
 

Gozma

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Haven't tried Stone Soup myself (any link to the childrens story?) will try.

Stone Soup is the community-developed open source fork of the original one-man-developed Linley's Dungeon Crawl. So... yes.

Edit - Also one last note for this thread about Crawl. It is one of the only big roguelikes that is consciously designed to be beaten without using any spoilers and is much more fun that way.
 

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