― TOMBOT, Thursday, 20 October 2005 17:14 (twenty years ago)
― melton mowbray (adr), Thursday, 20 October 2005 17:34 (twenty years ago)
― Nöödle Vägue (noodle vague), Thursday, 20 October 2005 19:19 (twenty years ago)
― TOMBOT, Thursday, 20 October 2005 19:33 (twenty years ago)
― cozen (Cozen), Thursday, 20 October 2005 19:38 (twenty years ago)
― Nöödle Vägue (noodle vague), Thursday, 20 October 2005 19:46 (twenty years ago)
― jw (ex machina), Thursday, 20 October 2005 21:44 (twenty years ago)
― melton mowbray (adr), Thursday, 20 October 2005 21:58 (twenty years ago)
― melton mowbray (adr), Thursday, 20 October 2005 21:59 (twenty years ago)
― elmo (allocryptic), Friday, 21 October 2005 01:20 (twenty years ago)
― Dan I. (Dan I.), Friday, 21 October 2005 02:34 (twenty years ago)
― Dan I. (Dan I.), Friday, 21 October 2005 02:43 (twenty years ago)
― Gravel Puzzleworth (Gregory Henry), Friday, 21 October 2005 02:54 (twenty years ago)
― Gravel Puzzleworth (Gregory Henry), Friday, 21 October 2005 02:56 (twenty years ago)
― Gravel Puzzleworth (Gregory Henry), Friday, 21 October 2005 04:59 (twenty years ago)
This is what I think, too, and I think Rogueism isn't just about simulation being accurate in the confines of a very small set of circumstances, but letting you find lots of different solutions to the problems in the game. Exploring can take lots of different forms, my idea is that some kind of exploration being allowed (and rewarded) is the key. A simulation that beats you about the head with total "realism" in the context of one complex activity doesn't let you explore jack shit. Gran Turismo is all about whatever kind of garageload of ridiculous vehicles you want to build yourself to drive around whatever tracks you please, within the confines defined by gear ratios, tire wear and $$$$, which is why I put it forward.
― TOMBOT, Friday, 21 October 2005 16:11 (twenty years ago)
― Curt1s St3ph3ns, Saturday, 22 October 2005 02:11 (twenty years ago)
― TOMBOT, Monday, 24 October 2005 13:38 (twenty years ago)
― Curt1s St3ph3ns, Monday, 24 October 2005 23:56 (twenty years ago)
― TOMBOT, Tuesday, 25 October 2005 15:04 (twenty years ago)
― Gravel Puzzleworth (Gregory Henry), Thursday, 27 October 2005 22:25 (twenty years ago)
― Gravel Puzzleworth (Gregory Henry), Thursday, 27 October 2005 23:28 (twenty years ago)
...
thom jesus west (4:55:14 PM): oh dear. nethack-you just got killed.thom jesus west (4:55:21 PM): you killed and ate some gnomes first tho.
― :[ (Adrian Langston), Friday, 28 October 2005 01:51 (twenty years ago)
― Gravel Puzzleworth (Gregory Henry), Friday, 28 October 2005 18:14 (twenty years ago)
I'm not saying it isn't I'm just asking cos I'm not sure I have a clear handle on what rogueism is still but I want to learn
― c7n (Cozen), Friday, 28 October 2005 19:27 (twenty years ago)
What I though Tom was talking about here is the distinction between, say Kingdom Hearts, where you can wander around the beginning level for two or three days and get to lvl 100 before you start out, and Zelda, where if you don't have the next hot item, no amount of running around hitting things is going to get you past the next dungeon, so get to it! Actually Zelda has an out, it has rupees and things you can buy with them, but before I ever saw it I saw Alundra on the PS2 which was totally hardcore like that, and stunned me when I first realised.
― Andrew Farrell (afarrell), Wednesday, 2 November 2005 12:31 (twenty years ago)
Players can always impose rogueishness on a game, through speed runs/initial equipment/etc.
This is humans for you, give them something to do and they'll organize and innovate on it.
― Andrew Farrell (afarrell), Wednesday, 2 November 2005 12:42 (twenty years ago)
― Andrew Farrell (afarrell), Wednesday, 2 November 2005 12:52 (twenty years ago)
― TOMBOT, Wednesday, 2 November 2005 21:35 (twenty years ago)
― Sterling Clover (s_clover), Monday, 28 November 2005 00:25 (twenty years ago)
zing
― TOMBOT, Monday, 28 November 2005 01:28 (twenty years ago)
Who knows; maybe generation algorithms have improved in 12 years.
― kingfish hobo juckie (kingfish 2.0), Monday, 28 November 2005 03:37 (twenty years ago)
Also, has anyone found a better interface for nethack -- isometric or 3d? I'm sick of the awful OS X keybindings....
― 'you' vs. 'radio gnome invisible 3' FITE (ex machina), Monday, 28 November 2005 15:20 (twenty years ago)
― kingfish hobo juckie (kingfish 2.0), Monday, 28 November 2005 17:30 (twenty years ago)
― 'you' vs. 'radio gnome invisible 3' FITE (ex machina), Monday, 28 November 2005 18:13 (twenty years ago)
― We Are the Dregs of the Motherfucking Earth (noodle vague), Tuesday, 29 November 2005 03:22 (twenty years ago)
LucasArts Desktop Adventures roffle
― adam (adam), Tuesday, 29 November 2005 03:47 (twenty years ago)
― Dan I. (Dan I.), Tuesday, 29 November 2005 06:51 (twenty years ago)
I think you can polymorph into burrowing monsters.
― 'you' vs. 'radio gnome invisible 3' FITE (ex machina), Tuesday, 29 November 2005 15:39 (twenty years ago)
― GET EQUIPPED WITH BUBBLE LEAD (ex machina), Friday, 6 January 2006 21:01 (twenty years ago)
http://drgamelove.blogspot.com/2009/06/permanent-death-episode-1-inasupicious.html
― thomp, Sunday, 5 July 2009 13:30 (sixteen years ago)
http://www.above49.ca/2009/06/far-cry-2-on-permanent-death-bandwagon.htmlhttp://bigapple3am.com/2009/06/permanent-death---far-cry-2-part-1.html
is pokemonism the opposite of rougeism (i.e. between the possibility of "collecting them all" and the forcing of hard choices which result in vast differences on each playthrough and of which none is clearly "superior"?)― Sterling Clover (s_clover), Monday, November 28, 2005 12:25 AM (7 years ago) Bookmark Flag Post Permalink
oh the innocent days before permadeath pokemon was 'a thing'
― attempt to look intentionally nerdy, awkward or (thomp), Monday, 7 January 2013 12:08 (thirteen years ago)
mainly i revive this thread because there wasn't one for ftl
i have spent like 48 hours playing ftl in the past week
i hate myself
The ROGUE-LIKE Thread
but wait - there's permadeath in pokemon now?
― Nhex, Monday, 7 January 2013 13:13 (thirteen years ago)
http://bulbapedia.bulbagarden.net/wiki/Nuzlocke_Challenge
not, like, hard-coded or anything
i couldn't find this because i searched for "roguism" and i couldn't find the other one because i searched for "roguelike", next time i am just going to revive my doomrl thread that no one else posted on
― attempt to look intentionally nerdy, awkward or (thomp), Monday, 7 January 2013 13:41 (thirteen years ago)
so FTL is really well balanced except i. you kind of need a teleporter to beat the last boss ii. as soon as you prioritize getting a teleporter you realise it breaks the whole game
and yet now i've realised that instead of having fun i'm trying to get all the achievements and beat it with all of the ships, no discovery any more, efficient runs only, quit on making a mistake, go to the wiki every time i come across a new event, go videogames
― attempt to look intentionally nerdy, awkward or (thomp), Monday, 7 January 2013 13:43 (thirteen years ago)
― attempt to look intentionally nerdy, awkward or (thomp), Monday, January 7, 2013 12:08 PM (1 hour ago) Bookmark Flag Post Permalink