Rogueism

Message Bookmarked
Bookmark Removed
Not all messages are displayed: show all messages (234 of them)
hahaha i still don't REALLY get it... maybe i need to play some of these games

s1ocki (slutsky), Friday, 14 October 2005 19:47 (eighteen years ago) link

xpost
I think that's a really romanticized notion. I don't know how

"- anti save game trendencies
- permadeath
- etc"

necessarily equal "beautiful ideas" or that more modern RPGs do not. I see it as more of a accommodating vs. ascetic binary, or even indulgent fantasy vs. gritty "realism" (e.g. you die, you DIE). There are plenty of games with "beautiful ideas" but also beautiful visual execution of those ideas, which are not "rogueist." In fact, are rogueist games even allowed to be pretty? Anyway, I have to catch a bus now, later.

Laura H. (laurah), Friday, 14 October 2005 21:00 (eighteen years ago) link

x-post

yeah I think that's my problem too... I didn't start playing RPGs until like last week, so I got no references

cozen (Cozen), Friday, 14 October 2005 21:50 (eighteen years ago) link

I'm confused too. Speed runs sound like the opposite of rougue-like games (or is that what you're trying to say?). Speed runs are premised upon the fact that the player knows every bit of every map and where every enemy will appear, while the whole point of rogue-like games, it seems to me, is that the player generally doesn't know anything about the map or which enemies or items will appear where.

Also where did this idea that playing rogue-like games isn't fun come from!? They're very enjoyable, and not in a masochistic liking-it-because-it's-hard sort of way, but because it is all intricate but makes enough sense w/r/t itself that an accumulated set of knowledge (preferably gained from playing but sometimes from spoilers, I admit) can make one a better player.

Dan I. (Dan I.), Friday, 14 October 2005 23:53 (eighteen years ago) link

working cracked Starcraft

Dude you have a job now, I got the whole fuckin' Battle Chest for $19.99 at GameStop!

TOMBOT, Monday, 17 October 2005 14:36 (eighteen years ago) link

seriously are you people below the poverty line or something

TOMBOT, Monday, 17 October 2005 14:38 (eighteen years ago) link

Dan is getting close to what I'm thinking of.
Let me posit a problem that I think exists with a majority of modern RPGs and "tactical" games, even some that AREN'T turn-based:

If you play the game a second time, nothing changes. You don't have much of a leg up, because the "leg up" you get in the game is entirely how many hours you put in, level grind and cashflow being based on pseudorandom combat encounters in which the primary decision you have to make is the timing of your potion drinking or whatever. Additionally, if you're not even given the option to pick the classes of your characters, or where they stand in a formation, or anything like that, you've REALLY got nothing. This also goes for games where you are given an "illusion of choice" like my experience with Front Mission 4, yeah I can customize the shit out of these mecha, but there's clearly one best configuration for each character since their skill path is fixed and bigger guns are bigger guns, for fuck's sake.

In Rogueist games, even though a game might be turn-based and thus require no application of reflexes, you get a "leg up" from additional knowledge acquired AS A PLAYER, so that right from the start you know how to do things better and know about mistakes you have to avoid besides the "I wandered into a desert full of high-level monsters before finishing the 4-hour level grind session in the imp forest" mistake, because that one's bullshit anyway. Knowing the map and where you get your ass kicked (enabling you to MAKE speed runs) isn't about being given valid choices.

I'm on my second attempt at Fire Emblem for GBA and I've already gotten a very different experience that's a lot less riddled with errors than my first one. FE lets you achieve lots of different solutions to the problems it presents and basically forces you to live with your bad decisions by autosaving after every phase of each turn. It is 95% linear in plot and geography, but by omitting the illusion of choices in that regard it makes room for more complicated options in the field.

That's Rogueist, to me. Having to micromanage my peeps' inventories and try carefully to not get them murder death killed is part of it, but mostly what Dan said about being able to be a "better player" on repeat attempts, besides just knowing the map and story chronology.

TOMBOT, Monday, 17 October 2005 15:10 (eighteen years ago) link

That Tombot post is useful and interesting!

Gravel Puzzleworth (Gregory Henry), Monday, 17 October 2005 17:29 (eighteen years ago) link

Back to this thread 'cos after weekend and I still think it's really interesting!

Roguists would prefer there to be more games that are based on ideas that are beautiful. Non-roguists believe that this is anti-fun, and are maybe right.

(Laura)
I think that's a really romanticized notion. I don't know how

"- anti save game trendencies
- permadeath
- etc"

necessarily equal "beautiful ideas" or that more modern RPGs do not. I see it as more of a accommodating vs. ascetic binary, or even indulgent fantasy vs. gritty "realism" (e.g. you die, you DIE). There are plenty of games with "beautiful ideas" but also beautiful visual execution of those ideas, which are not "rogueist." In fact, are rogueist games even allowed to be pretty?

Okay, you are right to call me on this, I meant a very specific type of beautiful idea, beautiful is maybe even the wrong word rather than say "pure". An example I can think of is Loom (which is pretty much straight-up LucasArts except instead of inventory manipulation you have to cast "spells" by playing "music" on yr distaff to solve puzzles, you learn more as you go etc). Anyway anyway, Loom has a normal and a hard mode, in the normal mode when spell stuff happens you get coloured lights and the musical letters show up etc so you can be all "oh right that's untangle". But on hard, all you hear is the notes, you have to have music-type pitch-hearing to do it.

Ok so, to be to me this type of "hard mode" is fundamentally different to the hard mode on say Baldur's Gate Dark Alliance where there are just more monsters and they have more hitpoints etc - if both games were released with only hard mode, BADA would be "difficult" whereas Loom would be "rogueist" because the hardness would be an *effect* of a decision to choose pureautiful idea over unfrustrating play...

Gravel Puzzleworth (Gregory Henry), Monday, 17 October 2005 17:45 (eighteen years ago) link

And I mean, to me what Tom & Dan are saying abt Nethack is really spot on, I mean Nethack is so so fiercely committed to its own idea of being, like, the ultimate challenge game, all that detail, all that improvement-as-player, all that difficulty, the ascii-ness is just the most obvious sign of that, like "we don't have TIME for this shit AND we wouldn't want it anyway!". Nethack *could* let you save, that would be nice, kind, good, but it would go against that pureautiful idea of Nethack...

Gravel Puzzleworth (Gregory Henry), Monday, 17 October 2005 17:54 (eighteen years ago) link

Okokok to digest all this stuff (people are welcome not to read it! I mostly thinking it out for myself):

1) Roguelikes: Roguelikes :: Rock : Rockism (a videogame rockist: Tim Rogers!)

2) In a DROD-style puzzlegame, to alter a puzzle from allowing five wrong moves to allowing three is not rogueist. To alter it from allowing three to allowing one is.

Gravel Puzzleworth (Gregory Henry), Monday, 17 October 2005 18:00 (eighteen years ago) link

Haha oops that should be Roguelikes:Rogueism obv!

Also I should sound less like a wanker, throughout.

Gravel Puzzleworth (Gregory Henry), Monday, 17 October 2005 18:11 (eighteen years ago) link

I see where you were coming from, Gravel Puzzleworth. Sorry if I got snappy. I had low blood sugar and I was late for a bus.

Your Loom analogy is elegant.

Laura H. (laurah), Monday, 17 October 2005 19:14 (eighteen years ago) link

Is rogueism only applicable to RPGs or can it apply to other genres? For really superficial examples, are flying/driving simulators that force you to worry a lot about fuel and wear and tear and collisions more rogueist than, say, WipeOut or something? Is Gran Turismo the Rogueist's driving game? I think it might be!

What about platformers, though. Are there any that even qualify as having roguelike qualities? I remember Clash at Demonhead having a great deal of ridiculous, challenging shit going on, and not letting up for even a minute, but really just being able to choose your own route to the end game a la Mega Man isn't all it takes, is it? It's still the same game over and over, knowing the map is about the only trick you pick up.

TOMBOT, Thursday, 20 October 2005 14:53 (eighteen years ago) link

oh dude, totally OTM. Realistic combat flight sims to thread!

Remember in the DOS Red Baron on 5.25" disks the "Realism" settings that would make your plane have all sorts of quirks and shit. Totally!!!!!!

jw (ex machina), Thursday, 20 October 2005 15:23 (eighteen years ago) link

Flight games with instrument damage / interference. Flight sims where the display gets fucked up if you pull too many Gs.

jw (ex machina), Thursday, 20 October 2005 15:24 (eighteen years ago) link

Yeah but those can be easily confused with superficial "Realist" thingamabobs not necessarily "Rogueist" treat-the-player-like-a-grownup features. Is there any kind of platformer or other action game, non-simulation, that does this kind of crap? FPSs?

TOMBOT, Thursday, 20 October 2005 17:13 (eighteen years ago) link

CRATES ARE THE ENEMY OF ROGUEISM

TOMBOT, Thursday, 20 October 2005 17:14 (eighteen years ago) link

Hey, I was talking about this like half a thread ago! Didn't mention flight-sims though - OTM.

melton mowbray (adr), Thursday, 20 October 2005 17:34 (eighteen years ago) link

There's at least one FPS wherein you get shot once and you die, right? Can't remember off the top of my head which one. One of the WWII ones I think. That's pretty Rogueist. Being able to soak up stupid amounts of punishment is one of the things that irks me about FPSs.

Nöödle Vägue (noodle vague), Thursday, 20 October 2005 19:19 (eighteen years ago) link

"America's Army"

TOMBOT, Thursday, 20 October 2005 19:33 (eighteen years ago) link

bushido blade?

cozen (Cozen), Thursday, 20 October 2005 19:38 (eighteen years ago) link

Thinking about it, an FPS where bullets fucked you up realistically would be awesome.

Nöödle Vägue (noodle vague), Thursday, 20 October 2005 19:46 (eighteen years ago) link

America's Army OTM

jw (ex machina), Thursday, 20 October 2005 21:44 (eighteen years ago) link

Yeah, America's Army - totally the most roguist FPS. I think Trespasser was going for that sort of thing five or so years ago too, but was way off the money.

melton mowbray (adr), Thursday, 20 October 2005 21:58 (eighteen years ago) link

Also Bushido Blade otm!

melton mowbray (adr), Thursday, 20 October 2005 21:59 (eighteen years ago) link

Can Rogueism be explained as a preference for simulation-based games over narrative-based games? Does it have anything to do with how fast you can execute a 17 hit combo?

elmo (allocryptic), Friday, 21 October 2005 01:20 (eighteen years ago) link

Can Rogueism be explained as a preference for simulation-based games over narrative-based games
It seems like that's where our line of thinking is going, but it just feels so wrong to me! While a certain amount (okay a lot) of inventory shuffling takes place, the game (again, when I'm talking rogue-likes I personally always mean Nethack) feels like a perfect framework for totally free-form narrative. The mechanics of gameplay and the feeling of playing a story are in synch. When you shit your pants and blow a hole in the floor to escape an arch Lich, or light a potion of oil (that was smooth!) and hurl it at a minotaur it feels like you're actually playing a role in some kind of story or narrative. There's none of this twiddly "how can I make my next move the most efficient and perfect execution possible" going on that I associate with simulations.

Dan I. (Dan I.), Friday, 21 October 2005 02:34 (eighteen years ago) link

Well not totally free form, obviously, but a dungeon crawler with such a large amount of objects and creatures who all have such a depth of code behind them that there are a seemingly endless amount of situations you can get into (which is why people are always saying "it seems like the dev team thought of everything!").
Simulations I associate with repetition and rehearsal, whereas rogue-likes are all about rewarding a "real" kind of ingenuity and inventiveness. You never think "Hey, I wonder if I can kill this monster in fewer hits this time than I did last time", but you might often think, like, "gee, this crystal ball is heavy, and I'm all out of projectiles; I wonder if I can throw it at that monster?"

Dan I. (Dan I.), Friday, 21 October 2005 02:43 (eighteen years ago) link

Preference for own narrative vs someone else's -> FF hatred?

Gravel Puzzleworth (Gregory Henry), Friday, 21 October 2005 02:54 (eighteen years ago) link

(sorry you shold probably ignore that, i'm sorta halfheartedly trying to help along a definition of rogueism that isn't actually mine..)

Gravel Puzzleworth (Gregory Henry), Friday, 21 October 2005 02:56 (eighteen years ago) link

actually that is maybe worth its own thread.

Gravel Puzzleworth (Gregory Henry), Friday, 21 October 2005 04:59 (eighteen years ago) link

repetition and rehearsal, whereas rogue-likes are all about rewarding a "real" kind of ingenuity and inventiveness

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 (eighteen years ago) link

Drakkhen is amazing. You can't do jack shit in that game, you just watch your characters die.

Curt1s St3ph3ns, Saturday, 22 October 2005 02:11 (eighteen years ago) link

Hahahahaha dude in case anybody gives a shit somebody actually played through to the end of Drakken:
http://www.world-of-video-games.com/snes/game_endings/drakken.shtml

TOMBOT, Monday, 24 October 2005 13:38 (eighteen years ago) link

see you in Drakken 2

Curt1s St3ph3ns, Monday, 24 October 2005 23:56 (eighteen years ago) link

I have the map of Zebes from Super Metroid on my desktop right now, you cannot tell me this shit isn't somehow "rogueist" even though it's a platform shooter.

TOMBOT, Tuesday, 25 October 2005 15:04 (eighteen years ago) link

I am playing Bard's Tale!

Gravel Puzzleworth (Gregory Henry), Thursday, 27 October 2005 22:25 (eighteen years ago) link

This is crazy! How do I save?? How do I load?

Gravel Puzzleworth (Gregory Henry), Thursday, 27 October 2005 23:28 (eighteen years ago) link

thom jesus west (4:48:53 PM): i am naming my next nethack character in yr honor

...

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 (eighteen years ago) link

O god this is addictive.

Gravel Puzzleworth (Gregory Henry), Friday, 28 October 2005 18:14 (eighteen years ago) link

in what way is the map of zebes rogueist?

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 (eighteen years ago) link

Wandering around "hunting for more and better equipment" sounds a lot like grind to me, at least when you spend long enough doing it.

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 (eighteen years ago) link

No game made today past a certain level of complexity can impose Rogueishness on its players: there are always Gamefaqs and knowledge stores like Allakhazam.

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 (eighteen years ago) link

Actually I may be talking shit there, I was working based on the understanding that speed runs were rogueist.

Andrew Farrell (afarrell), Wednesday, 2 November 2005 12:52 (eighteen years ago) link

There would be no way to orchestrate a "speed run" of a truly rogueist game.

TOMBOT, Wednesday, 2 November 2005 21:35 (eighteen years ago) link

three weeks pass...
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, 28 November 2005 00:25 (eighteen years ago) link

POKEMON FUSHIGI NO DUNGEON

zing

TOMBOT, Monday, 28 November 2005 01:28 (eighteen years ago) link

i dunno. the whole "randomly generated maps" thing still smacks of the "Lucasfilm Desktop Adventures" shit, where they had crappy Star Wars & Indiana Jones thingies.

Who knows; maybe generation algorithms have improved in 12 years.

kingfish hobo juckie (kingfish 2.0), Monday, 28 November 2005 03:37 (eighteen years ago) link

Kingfish, have you played nethack?

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 (eighteen years ago) link


You must be logged in to post. Please either login here, or if you are not registered, you may register here.