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How I Learned To Stop Worrying And Love the @

Discussion in 'News & Content Feedback' started by VentilatorOfDoom, Jan 27, 2011.

  1. VentilatorOfDoom RPG Codex Staff

    VentilatorOfDoom
    Joined:
    Apr 4, 2009
    Messages:
    8,462
    Location:
    Deutschland
    <p>Community member <em>shihonage</em> wants you to know that there's some dude out there in the internets who loves rogue-likes and <a href="http://www.gearfuse.com/unevenly-distributed-how-i-learned-to-stop-worrying-and-love-the/" target="_blank">wrote an article</a> about it.</p>
    <blockquote>
    <p>This is why I love <em>Nethack</em> and other rogue-likes so much. Rogue-likes form a genre of game that embraces the limits of what can be conveyed symbolically in ASCII text and turns those limits into strengths. By making a far greater assumption of a player&rsquo;s imagination than most games &mdash; requiring that a gamer will imagine an azure equal sign to be a ring of frost, or turn a rouge semi-colon into a piranha, or a accept a lower-case p as a prancing pony, for example &mdash; rogue-likes free themselves of the development overhead that both suffer and limit other forms of video games. Money and man hours can be ignored. Rogue-like developers don&rsquo;t have to draw, render, animate and give voice to every new monster, item, location or player action in their games; all they need to do is program it and assign it an alpha-numeric symbol.</p>
    <p>Rogue-likes aren&rsquo;t for everyone. They require imagination to play,, true, but they also require a morbid and self-deprecating sense of humor. Even so, if you can make your way past the turn-based interface, simplistic graphics and devious malevolence, you will find more <em>game</em> packed into the scant few megs of your average ASCII rogue-like download than a triple-A company like Blizzard could cram into a title with a hundred top-notch designers. Why? Rapid prototyping and the freedom that comes of allowing the player&rsquo;s imagination to be the game&rsquo;s renderer.</p>
    </blockquote>
    <p>A few megs contain more game than current triple A titles? That's the gist of it, modern games are all about the graphics.</p>
    <p> </p>
     
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  2. OminousBlueDot Educated

    OminousBlueDot
    Joined:
    Jan 7, 2011
    Messages:
    319
    Location:
    The Dominion
    Ah, if only the goal of many rouge-likes weren't to be as random (in map design and loot placement) as possible. After all, if its too difficult to draw a portrait, why write a story? Good, ambiguous, gameplay is where it is at. And, maybe cheat cards, if a Look feature isn't implemented.
     
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  3. Unradscorpion Arbiter

    Unradscorpion
    Joined:
    May 19, 2008
    Messages:
    1,488
    I wish there were more games that implement that minimizing the effort philosophy without additionally stripping the game for roguelike-cred
     
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  4. SteveL Novice

    SteveL
    Joined:
    Jan 29, 2011
    Messages:
    8
    ASCII characters are a decadent luxury. Real games are strings of ones and zeros, nothing more.
     
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  5. LittleJoe Arbiter

    LittleJoe
    Joined:
    Aug 26, 2005
    Messages:
    1,780
    lololololololololololololololololololololololol.
     
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  6. SimpleComplexity Arbiter

    SimpleComplexity
    Joined:
    Apr 12, 2007
    Messages:
    1,658
    Location:
    Prussia
    Fucking roguelikes man. Shitty quests, shitty graphics, shitty writing, shitty characters, shitty combat. What's the fuck is this shitst shitsijsthis?
     
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  7. Trojan_generic Magister

    Trojan_generic
    Joined:
    Jul 21, 2007
    Messages:
    1,305
    Location:
    On your HD
    The guy is a newfag, because he's talking about colours.
     
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