Rogueism

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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

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


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