Rogueism

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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

Dude, most of those perfect run games are done on emulators with SAVE STATE and possibly time slowing!

Jonothong Williamsmang (ex machina), Friday, 14 October 2005 18:47 (eighteen years ago) link

Me neither, Cozen. There were a couple times I thought I had it...but no.

Jordan (Jordan), Friday, 14 October 2005 18:55 (eighteen years ago) link

Rogueists are presumably old school. They like games that are complicated and unforgiving, and sometimes not very fun.

Laura H. (laurah), Friday, 14 October 2005 19:12 (eighteen years ago) link

I think loads of people are talking about different things :(

For me, both permadeath and 'having to save all the time' are (at least potentially) rogueist bcz they represent rogueist response to the "problem" of "well, people can save, does this not trivialise the challenge of our game"? So one dude says "we shan't let them save!" while another says "right! well, we'll make them save ALL THE TIME THEN, so it is still challenging!". Whereas a non-rogueist response wld be "yes, but they probably won't save all the time, because that is No Fun"...

x-post yep!

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 19:24 (eighteen years ago) link

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.

Both roguists and non-roguists like Katamari, because the idea is simple and good and unsullied, and also it is really fun!

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 19:33 (eighteen years ago) link

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


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