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How I Learned To Stop Worrying And Love the @

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,600
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>
 

OminousBlueDot

Educated
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.
 

Unradscorpion

Arbiter
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
 

SteveL

Novice
Joined
Jan 29, 2011
Messages
8
ASCII characters are a decadent luxury. Real games are strings of ones and zeros, nothing more.
 

LittleJoe

Arbiter
Joined
Aug 26, 2005
Messages
1,780
SteveL said:
ASCII characters are a decadent luxury. Real games are strings of ones and zeros, nothing more.

lololololololololololololololololololololololol.
 
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?
 

Trojan_generic

Magister
Joined
Jul 21, 2007
Messages
1,565
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
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

The guy is a newfag, because he's talking about colours.
 

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