Rogueism

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I spend 3 days trying to get SQ3 by staying up late at night and d/ling disk by disk over a 2400 modem 15 years ago. My space quest cred is unquestionable. UNQUESTIONABLE, i tell you!

with that said, Sierra games always lagged Lucasarts.

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 06:07 (eighteen years ago) link

spent, rather

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 06:07 (eighteen years ago) link

The fact remains that you do not like titular puns nor Astro Chicken! J'accuse!

Laura H. (laurah), Thursday, 13 October 2005 06:11 (eighteen years ago) link

Sierra did it first.

Jonothong Williamsmang (ex machina), Thursday, 13 October 2005 06:12 (eighteen years ago) link

say, did anybody actually PLAY the console-based LSL game that game out last year?

xpost

no, i do not like HORRID titular puns! we all have our own pun threashold, past which men fear to tread against an insanity not achievable without truly comprehending in full the awesome pervese nature of a Cthulhu-like being.

okay, maybe i've had too many beers tonight...

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 06:13 (eighteen years ago) link

Of course they were horrid! That was the joke. Puns are only bad when people sincerely believe that they are funny.

Laura H. (laurah), Thursday, 13 October 2005 06:23 (eighteen years ago) link

Sierra Games are not Rogueist at all.

100% linear, strategy guide publisher's wet dream, and highly dependent on graphics quality for the experience.

FREQUENT DEATH does not a roguelike make

TOMBOT, Thursday, 13 October 2005 12:50 (eighteen years ago) link

Reblestar Tactical Command looks to be very Rogueist with its line-of-sight feature at least

Portable systems are perfect for rogueist gaming, anyway. Why not more randomly generated maps with hundreds of weird creatures for the GBA/DS?

TOMBOT, Thursday, 13 October 2005 20:03 (eighteen years ago) link

I don't think I understand rogueism.

Jordan (Jordan), Thursday, 13 October 2005 20:06 (eighteen years ago) link

Rogueism hates stupid, easy fun, preferring austere, complex "fun" that can go horribly bad on you at any moment.

I think rogueism also does not accept level grind, instead, you just go hunting for more and better equipment and figure out better ways to use it.

TOMBOT, Thursday, 13 October 2005 20:15 (eighteen years ago) link

Is Resident Evil rogueist? Is Dragon Warrior?

Jordan (Jordan), Thursday, 13 October 2005 20:25 (eighteen years ago) link

is Dragon Warrior hardcore or twee?

http://bastardpenguins.com/shtml/pics/dragonwarrior/slime.gif

He wants a hug!

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 20:39 (eighteen years ago) link

Dude, that ain't no green slime, he'll fuck you up.

Jordan (Jordan), Thursday, 13 October 2005 20:41 (eighteen years ago) link

CONSOLE RPGS ARE NOT ROGUELIKE EXCEPT FOR THAT AWFUL DIRECTIONLESS SNES GAME DRAKKEN OR WHATEVER

Jonothong Williamsmang (ex machina), Thursday, 13 October 2005 20:46 (eighteen years ago) link

ghosts with HATS!

we got some HATS now, muthafuckas!

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 20:50 (eighteen years ago) link

So is there an actual contingent of rogueists out there? Jon and Tom, are YOU rogueists?

Jordan (Jordan), Thursday, 13 October 2005 20:52 (eighteen years ago) link

hey, i just realized that the blue slime controller has a full nintendo-style D-pad, instead of the usual shitty thing that PS2 controllers have. Dreamcast had the same thing. When did Nintendo lose their patent on that, anyway? 1999?

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 20:56 (eighteen years ago) link

Rogueism hates stupid, easy fun, preferring austere, complex "fun" that can go horribly bad on you at any moment.

"Rogueism" as described above doesn't necessarily equal complexity so much as difficulty. Things can be really, really difficult (and frustrating) without being very in depth (Ever played Ghosts N Goblins?). Also, lots of later RPGs were very complex and sophisticated (Materia? Conditional turn-based battle systems?). I'm not saying they were always good in every instance, but they weren't EASY--it's not like you sat around mashing buttons between cutscenes as some people who have never played them imply. Strategy is indispensible in any truly "fun" RPG.

Also, I think level grind is inevitable in RPGs, at least to some extent. 2D RPGs were not immune to this either, though perhaps it is a matter of degree. Wandering around "hunting for more and better equipment" sounds a lot like grind to me, at least when you spend long enough doing it.

Laura H. (laurah), Thursday, 13 October 2005 21:10 (eighteen years ago) link

2D RPGs were not immune to this either, though perhaps it is a matter of degree. Wandering around "hunting for more and better equipment" sounds a lot like grind to me, at least when you spend long enough doing it.

yup. soooo many memories of doing this even back in the Ultima days.

i wonder when Lord British is actually going to back a decent american game again, anyway...

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 21:19 (eighteen years ago) link

speaking of rogues & rpgs, did anybody play Divine Divinity? i'm just about to re-install it, having never gotten around to playing it the first time...

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 23:48 (eighteen years ago) link

The complicated sophisticated combat system in the later Final Fantasies was bollocks though because you didn't need to use it. For all the Materia manipulation you can still usually select the main attack and win whatever battle you're in, that's what makes the extra complication extra stoopid.

The Blunnet Boy Wonder (noodle vague), Friday, 14 October 2005 00:00 (eighteen years ago) link

i think jon is confusing rougelike with nethack, which is its own funny crazy thing.

i mean moria was pretty straightforward.

Sterling Clover (s_clover), Friday, 14 October 2005 03:26 (eighteen years ago) link

Oh shit does anyone remember the PSP game Tobal #1!? I never really played it but my friend did and it had this "adventure" mode that was very rogue-like, with randomly generated dungeons and items that you could collect and (I think) leveling up and stuff (it was more rogue-like than I'm capable of making it sound). It really convinced me that a rogue-like platformer was a viable and potentially awesome idea.

Dan I. (Dan I.), Friday, 14 October 2005 04:18 (eighteen years ago) link

oh I see I forgot to mention that (if you're not familiar with it) Tobal was primarily a fighting game, which is what made that adventure mode particularly cool.

Dan I. (Dan I.), Friday, 14 October 2005 04:19 (eighteen years ago) link

actually maybe it was "quest mode"

Dan I. (Dan I.), Friday, 14 October 2005 04:19 (eighteen years ago) link

Shit, now that I think about it I guess the more obvious analogue would be Diablo. Why hasn't Diablo been mentioned on this thread yet? I haven't played it for more than an hour, but it seemed very rogue-like to me. It wasn't turn-based and didn't have permadeath (did it?), but other than that it really reminded me of rogue type games.

Dan I. (Dan I.), Friday, 14 October 2005 05:17 (eighteen years ago) link

i think Diablo was more a mix of something like Crusader and Gauntlet

kingfish neopolitan sundae (kingfish 2.0), Friday, 14 October 2005 05:20 (eighteen years ago) link

I definitely see that, but Diablo (from what I gathered) seemed to be very inventory-oriented, and I've often thought while playing Nethack (assuming Nethack is representative of all rogue-like games in this respect) that the game is way, way more about inventory than anything else. You gotta get your artifact weapon of choice (or that +3 silver sabre), cloak of magic resistance, amulet of reflection, grey dragon scale mail, ascension kit, etc etc. Inventory becomes much more important in allowing you to progress through the game than leveling up or anything, and it seems like Diablo was a lot like that.

I would say the depth with which rogue-like games (again, specifically Nethack) leverage the inventory aspect is much more a part of the identity of the category than anti save game trendencies or permadeath (which are both really the same thing, aren't they?). Sure this is true to some extent of all RPGs of any sort, but while many console RPGs for example assign each character a specific weapon and armor type which have very clear-cut levels of quality (rainbow blade is better than steel is better than copper), and arrive at relatively pre-defined points during the course of the game (you start with the wood sword and never get the steel sword before getting the copper one), the player of a rogue-like game has to develop a deeper understanding of their inventory relative to a lot of other game factors. Part of playing the game is learning not only which armors grant you a better AC, but balancing that against the weight of the armor, special resistances, tendency to rust, stuff like that; and this is true for every single type of item in the game!
(really though, I don't know why we have to talk about "rogue-like". It seems to me that no other rogue-like game comes within leagues of Nethack in any aspect. It's just better than all the rest.)

Dan I. (Dan I.), Friday, 14 October 2005 06:02 (eighteen years ago) link

I take it back! Inventory is really only one specific instance of the randomness of this sort of game! In enemies, in inventory, in geography, what makes a game rogue-like is how fun it is to solve new and unique problems within a world with its own expansive and rigorous game logic.

Dan I. (Dan I.), Friday, 14 October 2005 06:08 (eighteen years ago) link

I think the Diablo creators were comopletely open about the Nethack debt! (D2 even had a 'hardcore' mode that was permadeath btw) (permadeath pvp action wtf!)

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 13:15 (eighteen years ago) link


(really though, I don't know why we have to talk about "rogue-like". It seems to me that no other rogue-like game comes within leagues of Nethack in any aspect. It's just better than all the rest.)

I think Zangband is good and some of the nethack clones are also.

Jonothong Williamsmang (ex machina), Friday, 14 October 2005 13:24 (eighteen years ago) link

I think roguism (and yeah re: Jordan I do kinda think myself as a sort-of roguist) isn't quite so much about difficulty per se as about gemlike-hard purity of idea, often resulting in difficulty, frustration, "anti-fun tendencies"...

The most roguist thing I have ever seen isn't Nethack at all, but rather this faq for a now-abandoned MMORPG - check out the answers to the pvp, spawning and gods questions!

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 13:25 (eighteen years ago) link

I mean the idea of a camp of mobs that reproduce sexually so but that a concerted player effort could permanently eradicate them thus making the area safe for town-building or they might actually need to organize their own conservation efforts if they wanted them alive etc etc seems a perfect embodiment of that "treating you like a grownup" that roguist games seek to promise over 'fun', for me.

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 13:30 (eighteen years ago) link

This thread is useful!

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 13:30 (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.

Kinda like Metroid, then, HUH.

Diablo and games like Fire Emblem or FF:Tactics are 100% linear or very nearly so - is extensive exploration really required to be rogueist? I can't figure it out because the linearity of Sierra adventure games really ticks me off, but the games above don't. The Baldur's Gate game I played through on PS2 was totally linear and pretty difficult at times, especially some of the "puzzles."

I'm not sure if I appreciate sheer difficulty as being Rogueist, though. I think perhaps the difference should lie in the puzzle solving. Dragon Warrior games are completely Non-Rogueist because seriously people it's nothing but level grind and a-button mashing. Earthbound/Mother is probably the exception. Diablo vs. Dragon Warrior, though - wtf is the difference besides realtime combat?

I'm way too fuckin' ontological for my own good.

TOMBOT, Friday, 14 October 2005 13:32 (eighteen years ago) link

Diablo vs. Dragon Warrior, though - wtf is the difference besides realtime combat?

I think Dan's point about inventory weighage-up vs copper->steel->rainbow stuff is useful here but like Diablo is hardly the paragon of roguishness anyway! Linearity seems like kinda a red herring to me, I mean both extreme linearity and extreme non-linearity strike me as potentially positive values, in rogueism...

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 16:02 (eighteen years ago) link

Also another big difference is that a lot (I'm pretty sure most!) of Diablo got played online by people who had already finished the single player game so it ended up as very *pure* level-grind, level-grind qua itself, whereas in DW level-grind is "excused" by plot...

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 16:06 (eighteen years ago) link

explain me anti-save game tendencies/permadeath... does that just mean save on quit only?

s1ocki (slutsky), Friday, 14 October 2005 16:09 (eighteen years ago) link

yes.

Dan I. (Dan I.), Friday, 14 October 2005 16:39 (eighteen years ago) link

TOMBOT, otm re: dragon warrior and diablo

Jonothong Williamsmang (ex machina), Friday, 14 October 2005 17:33 (eighteen years ago) link

Playing Dragon Warrior and Final Fantasy games often felt like I was solving a really simple system of differential equations rather than actually problem solving.

Jonothong Williamsmang (ex machina), Friday, 14 October 2005 17:34 (eighteen years ago) link

I love Real Time Strategy and War Games though. I wish there were better RTS games available for OS X or I could get a working cracked Starcraft :/

Jonothong Williamsmang (ex machina), Friday, 14 October 2005 17:35 (eighteen years ago) link

i think the ability for in-game mechanics to yeild surprises is a key element.

do the "perfect run" movies circulating on the net represent rougeism?

Sterling Clover (s_clover), Friday, 14 October 2005 17:36 (eighteen years ago) link

xpost same here tombot.

Sterling Clover (s_clover), Friday, 14 October 2005 17:36 (eighteen years ago) link

I love Real Time Strategy and War Games though. I wish there were better RTS games available for OS X or I could get a working cracked Starcraft :/

pls tell me if you do!!

s1ocki (slutsky), Friday, 14 October 2005 17:37 (eighteen years ago) link

do the "perfect run" movies circulating on the net represent rougeism?

Completely, if they were in fact made in one single take. I'm sure a lot of people take their best times from seperate levels and paste them together into one video as if it were playing through as normal, though I have no proof of this.

melton mowbray (adr), Friday, 14 October 2005 18:01 (eighteen years ago) link

Also, has there been any mention upthread of rogueism in other genres of game, not necessarily RPG or adventure? I'm thinking of arcade games, especially those without a life or continue system, like Outrun (which I mentioned in another thread), where if you have one nasty crash and a slow start it's as good as game over.

melton mowbray (adr), Friday, 14 October 2005 18:08 (eighteen years ago) link

man I have no idea what you're all talking about!!

and I've read the whole thread... sorry guys

cozen (Cozen), Friday, 14 October 2005 18:11 (eighteen years ago) link

encrypted looks quite gorgeous imo. lol ilx wont let me put the tag in

♛ LIL UNIT ♛ (thomp), Friday, 29 May 2015 06:36 (eight years ago) link


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