Slashdot Mirror


A History of Rogue

blacklily8 writes "Gamasutra has published "The History of Rogue: Have @ You, You Deadly Zs." Despite only the most 'primitive' audiovisuals, Rogue has continued to excite gamers and programmers worldwide, and has been ported, enhanced, and forked now for over two decades. What is it about Wichman and Toy's old UNIX RPG that has sent so many gamers to their deaths in the Dungeons of Doom, desperately seeking the fabled Amulet of Yendor? This article covers the history of the game, including the Epyx failure to make a ton of cash selling it in 1983. It also goes into rogue-like culture and development."

240 comments

  1. moria by Anonymous Coward · · Score: 1

    moria

    1. Re:moria by SL+Baur · · Score: 2, Insightful

      Offtopic? Idiot moderator.

      I never got a playable Moria compiled on any of my systems. Basically, it was a VMS only game. The Unix ports never worked all that well.

      Or maybe just the game play sucked. I never seemed to get past the rooms of spreading lice.

    2. Re:moria by mikael · · Score: 2, Funny

      I played that a couple of times - my first character ended up on a level with some kind of rapidly multiply dungeon lice unable to progress any further.

      The second time I played, my level 3 character stepped on top of a trapdoor, fell all the way to the bottom level (a dark maze), landing on top of the balrog, giving it some damage, walked blindly into the balrog again, killing it, and winning the game.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    3. Re:moria by OrangeTide · · Score: 1

      Moria was great. But it wasn't the first nor did it get ported to a bunch of home computer platforms early on. Where as Rogue was on the C64 and a few other systems and it was a couple years before Moria and it definitely was more popular in the 80s than Moria was.

      I think Moria was a more refined game though.

      --
      “Common sense is not so common.” — Voltaire
    4. Re:moria by An+ominous+Cow+art · · Score: 1

      In keeping with the spirit of Borland nostalgia from another story:

      I got either Angband or Moria, I forget which, to compile and run in TurboC under DOS back in 1989 or so. So many hours gone...

      My personal nemesis was poltergeists and other invisible monsters; I never seemed to get See Invisibility.

    5. Re:moria by Anonymous Coward · · Score: 0

      The first Moria I played was AmigaMoria 3.0, notorious for its addition of items of godly might. Sword of Godly Might + Ring of Godly Might = dead balrog.

      The rooms with lice, or any other multiplying creature, were best avoided unless you had an area-of-effect attack that could kill multiple enemies in one shot.

  2. Imagination. by fractoid · · Score: 5, Insightful

    Despite only the most 'primitive' audiovisuals, Rogue has continued to excite gamers and programmers worldwide, and has been ported, enhanced, and forked now for over two decades.

    Despite? Given how easily we could at least put a simple tileset on the game to make things more realistic, I'd say that Roguelikes' ongoing popularity must be at least in part _because_ of the primitive graphics. A high-rez animated monster can only ever be a high-rez animated monster, exactly as you see it on the screen. But the dashing asterisk can be whatever you imagine it to be, and that makes it better. It's just like the way books are satisfying in a way that movies can never quite be.

    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    1. Re:Imagination. by Yvanhoe · · Score: 5, Insightful

      When all you have to entertain a player is a bunch of ASCII character, you know that you can't cheat on shiny effects. All that is left is game mechanics, sensible relationships between objects, and a thing that seems to go out of the game when the graphical cheesecake goes in : meaning.

      Can you set up traps, use polymorphic spells in unpredictable ways, suffer from hallucinations or become randomly invisible in 3D RPG/FPS these days ? I heard that in WoW, it sometimes rain but it does not change a single thing to the gameplay : things keep burning, fire elemental still have a good time and no spell is affected.

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    2. Re:Imagination. by zwei2stein · · Score: 4, Insightful

      I would not even call ascii primitive audiovisuals. It is more of a abstraction. And it enourages developers to work on important stuff: gameplay. And if game is fun without graphics, you just hit jackpot.

      But of course awesome things happen if someone manages to take that roguelike core and adds fitting graphics ( Diablo series. )

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    3. Re:Imagination. by Opportunist · · Score: 3, Insightful

      Oh c'mon, you know just as well that as soon as anything had any ever so tiny effect in WoW, the cry to NERF RAIN would be deafening.

      Sometimes I wonder if players want change in that game at all.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    4. Re:Imagination. by pipoca · · Score: 2, Insightful

      The Diablos are basically a real-time Rogue-like clickfest. If you were to give them ascii graphics (but kept the gameplay), they would probably still work (although the graphics do help with the mood).

    5. Re:Imagination. by Yvanhoe · · Score: 4, Insightful

      You point out another key difference : the gamers in WoW are probably less after immersion than those in Rogue (shock!) but more after dominance. They don't really care if a bug allows them to stack two armored helmets whereas people in rogue would complain if the all elusive unicorn got stuck in corners because of a buggy AI.

      Maybe the difference is not in the ascii vs graphical question but rather in the singleplayer vs multiplayer ?

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    6. Re:Imagination. by FiveDozenWhales · · Score: 4, Insightful

      When all you have to entertain a player is a bunch of ASCII character, you know that you can't cheat on shiny effects. All that is left is game mechanics, sensible relationships between objects, and a thing that seems to go out of the game when the graphical cheesecake goes in : meaning.

      Not only are you kept from cheating, it also frees up a lot of resources. When a program isn't storing landscape data, character models, textures, etc. in memory, and using at least some processor time in keeping track of them, it means you can have much more complex AI/more instances of the AI, larger areas in memory at one time, and a wide range of ongoing effects all at once.

    7. Re:Imagination. by Anonymous Coward · · Score: 4, Funny

      Such a sentence seems, at first glance, crass and offensive. However, underneath the words themselves lies a statement of beautiful grammatical ambiguity and meaning. The author of this profound statement, anonymous, has long been considered one of the greatest writers in the history of modern literature. The depth and meaning of this sentence only cements this reputation, and lifts him to new heights of literary esteem. Meanwhile, surrealism is highly prominent in this work. Truly, this sentence is in full accord with René Magritte's famous statement, "Allez manger des merdes baiseurs."

    8. Re:Imagination. by Anonymous Coward · · Score: 2, Insightful

      You can't just throw more processor cycles and memory in and expect better AI. It doesn't scale like that at all.

    9. Re:Imagination. by FiveDozenWhales · · Score: 3, Funny

      Oh no! A yeti, floating eyeball, giant ant, dwarf, ooh look a scroll! wight, another floating eyeball, a couple of leprechauns...

    10. Re:Imagination. by A12m0v · · Score: 0, Offtopic

      take your logic and go to bed!
      this is /.

      --
      GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
    11. Re:Imagination. by A12m0v · · Score: 1

      RogueTouch?

      --
      GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
    12. Re:Imagination. by Neeth · · Score: 1

      Indeed. If I take half your brain away you make as much sense.

      --
      Yes, I am the one with the legendary sig.
    13. Re:Imagination. by mumb0.jumb0 · · Score: 3, Informative

      Diablo is an "action rpg". That basically means it's space invaders with character development.

      There is no real adventuring - despite the randomized maps, there's very little to explore (because there's very little to find, except more monsters). There's no discovery - the identify system is token and adds nothing to the game. There's no problem solving (apart from figuring out how to blast a bunch of monsters before they blast you) because there's no depth - your options are a) attack, or b) attack.

      If you think Diablo is basically a real-time Rogue-like, then you've misunderstood what is so great about Rogue.

      --
      Question everything?
    14. Re:Imagination. by whencanistop · · Score: 4, Interesting

      I was trying to persuade the missus (yes really) that WoW was just really an extension of the rogue and Angband games I used to play but with the ability to play real time instead of turn based and actually play with/against real people.
      She looked at me blankly and claimed that she didn't know what Rogue and Angband were. When I showed her, she laughed and claimed that it was completely different because of the graphics.
      I maintain the similarities are there - certainly with the stats and so forth. But obviously it is a bit more advanced. As you'd expect in twenty years.

      I for one welcome our new @ symbol overlords.

    15. Re:Imagination. by dancingmad · · Score: 1

      But of course awesome things happen if someone manages to take that roguelike core and adds fitting graphics ( Diablo series. )

      Add to the list -
      Chocobo's Mysterious Dungeon
      Any other Fushigi na Dungeon series (Yangus, Torneko, the original IP ones)
      Pokemon Mystery Dungeon
      Shiren the Wanderer
      Izuma Legend of the Unemployed Ninja

      --
      "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
    16. Re:Imagination. by SL+Baur · · Score: 4, Insightful

      I'd say that Roguelikes' ongoing popularity must be at least in part _because_ of the primitive graphics.

      I would have to agree. I've played both Rogue/Hack/Nethack for curses and Nethack for Qt and I prefer the curses version.

      the dashing asterisk can be whatever you imagine it to be, and that makes it better. It's just like the way books are satisfying in a way that movies can never quite be.

      You're right, but for the wrong reason. Books are a far, far better medium for laying out a rich story.

      I enjoy playing World of Warcraft, but nothing I've encountered there has excited me more than killing the wizard of Yendor and beginning the dangerous ascent back up to victory.

    17. Re:Imagination. by SL+Baur · · Score: 3, Insightful

      I maintain the similarities are there

      They are.

      You are a braver man than I am, I will not show my wife the older games and expect her to understand why they are important. Gaming history is perhaps the least important aspect of history.

    18. Re:Imagination. by Anonymous Coward · · Score: 0

      Oh come on. Nuclear war with tesla-coil-powered rockets is like space invaders with character development.

    19. Re:Imagination. by griego · · Score: 2, Informative

      In Final Fantasy XI, the weather (and day of the week, which are all named after elements) does affect spell resist rates, as well as crafting success rates. Thunder-based spells cast during lightning storms will more often land for full damage; crafting an item using a Fire Crystal on Watersday (and/or during rainy weather) will more likely result in critical failure, causing you to lose some or all of your ingredients.

    20. Re:Imagination. by PopeRatzo · · Score: 2, Informative

      I'd say that Roguelikes' ongoing popularity must be at least in part _because_ of the primitive graphics.

      One word: "Performance"

      Unlike many current games, you didn't need to have a special system to play rogue. It would practically run on an abacus (or at least a TI-80). No matter how slow your system, that little guy would still run like a demon.

      Except for those fucking ants. I hated those ants. Rooms full of ants. Multiplying ants.

      --
      You are welcome on my lawn.
    21. Re:Imagination. by jank1887 · · Score: 3, Funny

      "and expect her to understand why they are important."

      I think we just learned where the real problem lies.

    22. Re:Imagination. by Hurricane78 · · Score: 1

      True that. But what if you have a good game AND shiny graphics? I mean look at Quake 3. No story. Grapically very outdated too, but had shiny graphics when it was new. But still alive and kicking, with a big loving community. Think of things like CPMA and Defrag.

      Or how Half-Life became Counterstrike in the early days.

      I think the graphics can be there, and still if it's a great game it will continue to be played.

      About the hallucinations and unpredicable ways? have you ever played System Shock 1 and 2?
      Because if you don't care for the outdated graphics, and have a working imagination, boy will you be in for a ride!
      (Try throwing grenades in an the robots in the core reactor in System Shock 1, when you are on berzerk drugs, and still have to constantly inject anti-radiation stuff, *and* watch the cameras... while Shodan creeps the hell outta you. Or hearing the log of a person, seeing his face, then finding his head lying around in some air duct, and throwing it at the crazy robot that attacks you. The meaning behind this... of the totally crazy robot who wants to control the world, and fails because of simple things. Or of the betrayal. ...is just as deep things like as Neuromancer. Just with much more adrenaline! ^^)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    23. Re:Imagination. by Talderas · · Score: 1

      In D&D rainy weather doesn't affect spells, and I don't recall anything about rainy weather causing fire elementals to burn any cooler. Typically natural weather doesn't affect the magical or supernatural.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    24. Re:Imagination. by PopeRatzo · · Score: 4, Insightful

      I just realized, after my own ode to rogue, that we are now those old cranky guys...

      "In my day, we didn't have any a that sissy graphics stuff, we just had ASCII and we liked it that way. We weren't like the kids these days that save their games before fighting some weak underling. In our day, if we wanted to save our game before we dropped to the level where there be Balrogs, we had to write batch programs that would back up the game files. Colors? We didn't have colors. If you wanted colors in my day, you had two choices: black and white. Oh, there were some sissies who liked green or amber but those were the rich kids who had big name systems like Kaypro or Compaq. Us real men used old black and white televisions that were sitting in the basement and built our computers from Heath kits. I bet they don't even know what an RF converter is anymore.

      --
      You are welcome on my lawn.
    25. Re:Imagination. by fractoid · · Score: 4, Funny

      See, thanks to my imagining that you're a voluptuous redhead whom both my wife and I find irresistible, and with whom we both ended up spending the evening performing UNSPEAKABLE and yet very pleasurable acts, I actually found that quite hot.

      So yes, while movies *ahem* may be more visual, a vivid imagination will always furnish a better scenario. ;)

      And you like THAT? *THERE*? Wow, you filthy minx, I never would have guessed! ;)

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    26. Re:Imagination. by fractoid · · Score: 5, Funny

      Dude, no. Just no. That's not a screenshot from a Rogue game, it's Perl source. Sheesh.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    27. Re:Imagination. by fractoid · · Score: 2, Informative

      The problem was more that you can turn off weather effects (for performance reasons) so people didn't want it to be "spend $4k on a gaming rig or your opponents will have a competitive advantage". Of course the latest dungeon will apparently stress out any computer more than a year old, so that does slip sometimes... then again a good mate of mine cleared Sarth3D in both 10 and 25man versions (if you understood that go take a shot of vodka and talk to a girl) using onboard video on a 4-year-old computer. I'm glad I gave him my old 6800 Pro. >.>

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    28. Re:Imagination. by fractoid · · Score: 1

      You just made me feel incredibly lucky. My wife plays WoW and understands (although doesn't share) my passion for Starcraft.

      She doesn't like Donnie Darko though. :/

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    29. Re:Imagination. by sadness203 · · Score: 1

      Your wife ... We are on slashdot, so stop lying!

      Or did you kick a sink 'til a succubus got out of and you had endless night of pleasure since, being stripped from your clothing every passing round ?

    30. Re:Imagination. by fictionpuss · · Score: 3, Interesting

      Well if you prefer your ascii graphics rendered a bit more fancifully, there's always the opengl/smooth-scrolling ascii GoblinHack.

    31. Re:Imagination. by zwei2stein · · Score: 3, Interesting

      Diablo is, of course, simplified because of visuals versus verbosity conflict. But it still retains core - Randomized adventure, dungeon discovery. atmosphere.

      There is nothing bad at throwing out kitchen sink and doing spring cleaning. Away with steep learning curve, leave core of game.

      Problem solving, for example - typical problem solving in RL basically consists of having the luck of having right item in inventory. (and remembering to pray if everything else fails) There are gonna be lots of nuances, obscure mechanics that can be abused, lots of different options to dealing with something. But it all can be condesned to "was i lucky enough to have x in backpack?". Might as well just simplify it. For example, condesate all the "equipment rusting/melting/breaking" events to simple durability loss, or all the harm character in interesting way effects to health loss, etc ...

      Discovery another - in heart, discovery in roguelikes is as shallow as in Diablos - just uncover level to find enemies/loot, proceed to next level. But it works.

      Depth of roguelike is in player imagination, rich enviroment that adds event to trigger more imagination (meeting rust monster beating it with wooden sword), its not just that enviroment alone - without player imagination it is just pointlessly overcomplicated dungeon crawl slash roulette.

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    32. Re:Imagination. by fractoid · · Score: 2, Funny

      Hey, I did my years of Lonely Driver Fractoidaru, then I got pounced (about 4 months after I honestly, genuinely had stopped looking) by a gorgeous young lady who decided I was going to be hers. It's rare but it does happen, and when it does... I dunno, I guess I just rolled all natural 20s that night. ;)

      Actually your second option sounds pretty similar to what happened too. /rawr ;)

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    33. Re:Imagination. by fractoid · · Score: 2, Interesting

      What annoys me is that as a mage in WoW, I can pelt someone with a frostbolt and then a fireblast, and both do full damage. They should be going "owowowow cold... *BOOM* aaah waaaarm yay" and not take much if any damage. Also magic going 'magically' *ahem* through armour. I want to see armour absorb a goodly part of a spell and convert it to a DoT ("Your breastplate of shininess absorbs 50% of the dragon's breath. On the other hand it's now very hot, and you take 200 damage every round for the next 3 rounds because your armour is burning you."

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    34. Re:Imagination. by Zalminen · · Score: 1

      Damn, Slashdot needs a +1 Mmmm mod :)

    35. Re:Imagination. by Anonymous Coward · · Score: 0

      I bet they don't even know what an RF converter is anymore.

      If I got out of line, my mother used to remove and hide the RF converter as punishment.

    36. Re:Imagination. by Minwee · · Score: 1

      I enjoy playing World of Warcraft, but nothing I've encountered there has excited me more than killing the wizard of Yendor and beginning the dangerous ascent back up to victory.

      That's probably because killing the wizard of Yendor was actually challenging.

    37. Re:Imagination. by sortius_nod · · Score: 1

      WoW and most (if not all) MMOs are still really turn based when it comes to combat.

      There's still the roll of the dice, still that feeling that there's no immediate feedback from player to world.

      That said, yes, they are almost identical, just the graphics and the ability to play multiplayer.

    38. Re:Imagination. by Anonymous Coward · · Score: 0

      whereas people in rogue would complain if the all elusive unicorn got stuck in corners because of a buggy AI.

      And, some of us would track down the source of the error, correct it, and submit the fix to the devteam :)

    39. Re:Imagination. by Camann · · Score: 1

      Sarth1D is a dot. Sarth2D is a line. Sarth3D is four dragons.

      --
      I can't believe you don't know what a Hasemalphaginnojinglanaporphomism is.
    40. Re:Imagination. by DrgnDancer · · Score: 2, Interesting

      WoW is deeply immersed in the old text games, but also in the old text Internet. In some real ways it's a graphical IRC client with a game bolted on. You ccould essentially play the whole thing with /command type syntax if you could type fast enough (and remember the commands).

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    41. Re:Imagination. by ahsile · · Score: 1

      My wife refers to Nethack as "that stupid game". I managed to get her to try it once, but she died quite quickly and then never attempted it again.

      I've never actually ascended in Nethack, but I still play all the time (I've stopped for a while... it was consuming a lot of time). Even still I keep trying...

    42. Re:Imagination. by h4rm0ny · · Score: 3, Insightful


      There's a certain amount of justification for the crankiness, at least short-term. When a new capability comes along, whether that's 3D effects, computer animation in movies or whatever, that is all we get for a while. Other necessary ingredients to a good product go out of the window. It's only after the makers have finally got it out of their system that they start using things judiciously. Look at a film like the recent "Let the Right One In". Excellent special effects but used very sparingly to add to the creepiness of the film as needed. Whereas you look at a vampire film ten years ago and the same technology of morphing people's faces is used everywhere and the basis of what they sell the movie on.

      I'm not much of a gamer, but I'd say that computer games have been stuck in this phase for a while, but maybe it's starting to end. Perhaps it has been prolonged because graphics cards keep getting better and better so quickly. If you can keep on wowing people with graphics year after year, then you don't need to stop and look at the other ingredients for a good game. But crankiness is also misplaced. There always will be good games even if the majority just depend on the latest technological gimmicks and sooner or later, the industry settles down and relegate these gimmicks to just being one tool of many. Just some thoughts.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    43. Re:Imagination. by TheKidWho · · Score: 1

      You kidding? Have you ever tried putting your hand in freezing water, and then placing it in mildly warm water? It burns like hell.

      Temperature changes are what cause a lot of pain, especially in structures.

    44. Re:Imagination. by Talderas · · Score: 1

      That would mean that all the mages in your raid would need to be frost/arcane or fire/arcane, otherwise they'd be negating a lot of their total damage.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    45. Re:Imagination. by MikeBabcock · · Score: 4, Interesting

      Rogue/Nethack/etc. have perma-death.

      I love perma-death.

      WoW gets boring because you level up to a certain point and "then what?"

      Perma-death is awesome, and too few games utilize it.

      --
      - Michael T. Babcock (Yes, I blog)
    46. Re:Imagination. by MikeBabcock · · Score: 1

      My wife is steadily encroaching on my top scores in Nethack. She tries at least one session a day these days.

      I guess I'm lucky like that.

      --
      - Michael T. Babcock (Yes, I blog)
    47. Re:Imagination. by DrgnDancer · · Score: 1

      Quite the contrary, mixed element spells should do more damage, especially to mechanicals and/or Dark Iron types. Massive changes in temperature aren't good for anything, but are particularly tough on metal. Going from supercooled to superheated in a very short time or vice-versa is not a good thing.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    48. Re:Imagination. by Anonymous Coward · · Score: 0

      Someone hasn't ever read discussions on "rings of extra fingers +4" on angband.

    49. Re:Imagination. by Sobrique · · Score: 2, Informative

      I am reminded of Dwarf Fortress - a game which I saw the graphics, and assumed 'oh, old game' until I realised that it was possibly the most intricate 'simulation' style game I'd ever run into. And the graphics are ascii, although I believe it has coloured text too :)

    50. Re:Imagination. by juuri · · Score: 2, Interesting

      Frees up a lot of resources?

      These days the cpu/memory used by the likes of nethack are somewhat laughable. However when nethack was *the game* to run on college unix workstations it wasn't that far behind emacs in being forbidden on many campuses simply because of the cpu and memory gobbled up. Since each instance was completely separate, a few students playing at the same time could cripple your average sun server (SunOS forever). Nethack compiles were also notorious for taking nearly as long as building your own copy of X.

      --
      --- I do not moderate.
    51. Re:Imagination. by Anonymous Coward · · Score: 0

      God I miss my heathkit. Evryware game studio's Y-Wing and Y-Wing II were two of the best games I ever played, with ASCII graphics.

      Most people can't even believe ASCII could do that twenty years ago, let alone today.

    52. Re:Imagination. by mikael · · Score: 3, Informative

      There was a multiplayer 'rogue' like game at the time 'nethack' came out. I can't remember the name, but it was like a multiplayer ASCII version of 'rogue' where people could collect wands and gold while traveling through a maze. The ultimate
      goal was to find the "Teluma of Rodney" and escape the maze. Players were rendered as diamonds or eyeballs. There were monster characters, "The Others" that were AI controlled with the number depending on level.

      Having other people to compete against did change the dynamics of the game as people would form teams to find the quest item and act as bodyguards for each other, rather than simply "yourself vs. the rest of the game world".

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    53. Re:Imagination. by Camann · · Score: 1

      Sarth0D-point
      Sarth1D-line
      Sarth2D-plane
      Sarth3D-dragons

      My kingdom for an edit button. (and yes I previewed, I just screwed the joke up in spite of that)

      --
      I can't believe you don't know what a Hasemalphaginnojinglanaporphomism is.
    54. Re:Imagination. by Anonymous Coward · · Score: 0

      See, thanks to my imagining that you're a voluptuous redhead whom both my wife and I find irresistible, and with whom we both ended up spending the evening performing UNSPEAKABLE and yet very pleasurable acts, I actually found that quite hot

      UNSPEAKABLE?? That's 400+ points of damage man!

    55. Re:Imagination. by david_thornley · · Score: 2, Funny

      When I worked on Cthangband (Angband, a roguelike, with stuff from the Cthulhu mythos), somebody asked me about graphic tiles. I explained that, if they didn't cause insanity in the players, they wouldn't fit into the game.

      --
      "When you have eliminated the unacceptable, whatever is left, however improbable, must be the truthiness" - Holmes
    56. Re:Imagination. by dkleinsc · · Score: 1

      There is nothing bad at throwing out kitchen sink

      Hey, what about kicking sinks, or tossing in rings to identify them, or having fun with the dishwasher? (Ok, that's Nethack, not rogue, but the point remains) Diablo, while enjoyable, doesn't have that kind of depth, or the very fascinating challenge of trying to figure out what the heck is going on.

      --
      I am officially gone from /. Long live http://www.soylentnews.com/
    57. Re:Imagination. by Anonymous Coward · · Score: 0

      Dungeon Hack (the SSI D&D game)

    58. Re:Imagination. by kalirion · · Score: 1

      There is no real adventuring - despite the randomized maps, there's very little to explore (because there's very little to find, except more monsters). There's no discovery - the identify system is token and adds nothing to the game. There's no problem solving (apart from figuring out how to blast a bunch of monsters before they blast you) because there's no depth - your options are a) attack, or b) attack.

      If you think Diablo is basically a real-time Rogue-like, then you've misunderstood what is so great about Rogue.

      Have you ever played the original Rogue? How many options do you have there? How many puzzles to solve?

      Tell you what, boot up Diablo 1, enter the first dungeon level, and keep going down without ever coming upstairs or using Town Portal. There you have it, a more or less authentic Rogue experience, but in real time.

    59. Re:Imagination. by Rolgar · · Score: 1

      Aren't all Rogue type games death=start over? I recall there is a hardcore mode in Diablo, which would give it the same feel. But Diablo is a combat game, where Rogue is more of a survival game. I think Rogue has more replay value for me. Diablo is easily beatable if you are a decent player. The Rogue games are much more difficult, and take much more skill and luck.

    60. Re:Imagination. by janwedekind · · Score: 1

      Angband is awesome. Because the text display is rather simple, it allows the developers to focus on the game play. There are even text animations when throwing a ball of fire. Unfortunately it's difficult to play Angband on Slashdot because of all the input filters :(

      #####
      #.>.#
      #....
      #.@.#
      #####

    61. Re:Imagination. by Anonymous Coward · · Score: 0

      I guess. I can't recall the AI in a Rogue-like ever impressing me that much...

    62. Re:Imagination. by Tokah · · Score: 2, Insightful

      The thing is, though, you can really only enjoy permadeath in a game where the early character content is different every time. I love ADOM, permadeath works great for it. I'll tackle the puppy cave several times in one day, and each time will be different and fun. WoW is completely static, with no variation whatsoever. Worse yet, many classes don't even reach their fun gameplay point until level 20 or later!

    63. Re:Imagination. by fractoid · · Score: 1

      Not at all, mages pre-2.0 with rolling ignites was EXACTLY what an MMO needs. The idea of a bunch of DPS guys all standing around doing their own thing? That's meh. The idea of a bunch of mages standing around all spamming Scorch on the boss, and building up a rolling fireball that does more and more damage as time goes on? That's fucking awesome, and lets DPS players be a part of "something bigger". Of course it needs balancing but yeah, that's the basis of it. Synergy. Letting people get together to form more than the sum of the individual players. Tanks get this - hell, you're the lynchpin of your raid, you stand there with all the healers focused on you and all the dps hoping you're good enough to let them win, it's THE egotist role - in a way it's sad that WoW buffed tank damage so that tanks do similar dps to the lower DPS classes because now every Joe F**kwad and his dog wants to be a tank (I say this as someone whose main is a prot warrior who pulls 2.5 - 2.8k dps in raids, my rogue only does ~2.4). Heals don't but (in WoW at least) they're buffed out the wazoo and don't need the encouragement ("lol roll a healer" is a common insult).

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    64. Re:Imagination. by fractoid · · Score: 1

      Actually (since Sarth Xd is with X drakes up, and each is at a given location in space...) your first post was pretty accurate. Sarth0D, you just tank him facing to the right, where he stands. Sarth1D (Sartharion with two drakes still alive) you tank Sarth himself at the back left of the central area while you tank Tenebron (the 2nd of the 3 drakes) at the back where in 1D you tank Sarth. 2D and further I admit I haven't downed yet, but I'll get there (can only PUG raid because my wife has a magic radar that lets her know when I'm raiding and demand my attention then even if she's ignored me for hours previously). Still, swing and a hit, sir. ;)

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    65. Re:Imagination. by bughunter · · Score: 1

      But the dashing asterisk can be whatever you imagine it to be, and that makes it better.

      Umm. Dude. The "dashing asterisk" represents a rock. Or maybe a coin.

      (But who am I to dictate your fantasies... have fun with that.)

      --
      I can see the fnords!
    66. Re:Imagination. by fractoid · · Score: 1

      Y-Wing?
      >left aileron down 4 degrees
      You are tilting 2 degrees right.
      >left aileron down 12 degrees
      You are tilting 14 degrees right.
      >left aileron up 1 degrees
      You are tilting 19 degrees right. You plough into the Death Star.
      >Fire ze Proton Torpedoes!
      Your proton torpedos harmlessly explode against the Death Star's armoured hull because you can't type fast enough to fly a starfighter.
      You die.
      The end.
      New game? (y/n)
      <blink>_</blink>

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    67. Re:Imagination. by OrangeTide · · Score: 1

      If I choose a more obscure definition of 'voluptuous' then your story can be about a ginger-haired man. Boy you are very open minded!

      --
      “Common sense is not so common.” — Voltaire
    68. Re:Imagination. by drinkypoo · · Score: 1

      I played a little bit on a battletech MUSE that would draw you ANSI hex maps. Definitely typing-heavy; absolutely playable. Definitely played at a somewhat slower pace than WoW though (compare the Mechwarrior games, basically.)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    69. Re:Imagination. by lymond01 · · Score: 1

      You know, I played Everquest (the original) for two years. I made it to level 20 or so, took a bit of time off, then played to level 38. So many people seem to be able to max out their level so quickly.

      I think it's just mindset -- I played the paladin so I always seemed to be the one giving Lay on Hands (complete heal) to a fleeing party member before turning to face the undead hordes alone. So leveling was slow, but the gameplay was satisfying.

      Once I reached 30+, I couldn't find anyone who wanted to take risks. Everything was pulling to the edge of the zone, or camping in one room forever. It was fine -- MMOs are nothing if not for their chat -- but it didn't have that adrenaline rush that going into the dungeon of Befallen or the Estate of Unrest gave you.

      Leveling was "work" and if you died you "wasted the whole night". It wasn't too long that "playing" became "boring" and I quit. And, oddly, I've never played an MMO aside from trying it for a night again.

    70. Re:Imagination. by Omestes · · Score: 1

      Nethack is a TERRIBLE thing to compare normal games too, nothing has has that much depth. I remember trying to explain to my girlfriend how to play Nethack (she's now more addicted than I am), and finally just told her "if you start sucking, Google knows why". I've been playing for years, and I'm sure I'm missing a couple strange quirks. There isn't many games like that, graphical or non.

      The original Rogue wasn't terribly complex, really. Perhaps a little more nuanced than the Diablo series, but not too much more. Diablo did a decent job melding Rogue-likes to modern gaming. Diablo 2 was a bit better at it, since there was a decent degree of hidden complexity in it, especially so when playing Hardcore, with real death like the roguelikes.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    71. Re:Imagination. by Ed_Pinkley · · Score: 1

      I bet they don't even know what an RF converter is anymore.

      If I got out of line, my mother used to remove and hide the RF converter as punishment.

      My mom did the same damn thing! (to my Commodore 64) Luckily, we had a Radio Shack within biking distance...
      I found myself doing the same thing to my kids as well. I took all of their power cord / charger / adapters. You realy do become your parents.

      --
      "Long time listener, first time caller."
    72. Re:Imagination. by Pictish+Prince · · Score: 1

      I would not even call ascii primitive audiovisuals. It is more of a abstraction. And it enourages developers to work on important stuff: gameplay. And if game is fun without graphics, you just hit jackpot.

      But of course awesome things happen if someone manages to take that roguelike core and adds fitting graphics ( Diablo series. )

      Nethack has a Qt tileset that lets you distinguish objects that would be represented by the same character at a glance.

      That being said, I do miss the tightness in the stomach whenever I saw a "D".

      --
      Only his tendency toward a dazed stupor prevented him from screaming aloud.
    73. Re:Imagination. by Alex777 · · Score: 1

      +1

      The problem with WoW is that nothing you do has any consequences.

    74. Re:Imagination. by Anonymous Coward · · Score: 0

      Move towards the stair case.

    75. Re:Imagination. by Blakey+Rat · · Score: 1

      Can you set up traps, use polymorphic spells in unpredictable ways, suffer from hallucinations or become randomly invisible in 3D RPG/FPS these days?

      Yah. Play Oblivion, and the Shivering Isles expansion. In fact, I'm pretty (but not 100%) sure all that stuff was in Morrowind, too.

    76. Re:Imagination. by cptnapalm · · Score: 1

      Building a well has proven to be problematic, though educational. I learned that there are different kinds of rivers. If you do it wrong you will flood your fortress and drown your dwarves. It made me sad.

      And psycho axe wielding dwarf maniacs were not something I was expecting either.

    77. Re:Imagination. by Blakey+Rat · · Score: 1

      WOW is a direct descendant of MUD, which probably wasn't influenced at all by Rogue/Nethack/whatever. They were inspired by Adventure, rather, a D&D-like text-based computer game in 1975, and Zork.

      http://en.wikipedia.org/wiki/MUD

    78. Re:Imagination. by Anonymous Coward · · Score: 0

      A long-lived nethack game might be, what, a week of time played?
      WoW and those like it can have months invested in a single character. And that's not real-time, as if the character was created a month ago. No, that's literally two+ months of play. I know one person whose character has had more playtime than the hours he's actually worked during the same year. He's not that unusual, for an MMO player.
      Anybody who suggests throwing away all that time simply to make the game more interesting to himself isn't thinking straight.

    79. Re:Imagination. by Blakey+Rat · · Score: 1

      But of course awesome things happen if someone manages to take that roguelike core and adds fitting graphics ( Diablo series. )

      The Diablo series isn't a game, it's a click-tester for mouses.

      The best conversion was the classic Mission: Thunderbolt for Macintosh, which took the basic engine, converted it into a sci-fi setting, and added all kinds of cool features and gags to the game.

    80. Re:Imagination. by lgw · · Score: 1

      I'd say that Roguelikes' ongoing popularity must be at least in part _because_ of the primitive graphics

      Blizzard's Diablo series is a Rogue-alike (the earliest prototypes were actually turn-based), and for a while was the mist successful PC-game franchise (until PopCap games blew everyobe else off the map).

      Probably *because* of the accessible graphics, the Diablo series has been orders of magnitude more popular around the world than Rogue itself. How many Korean gamers have even seen Rogue?

      The lack of graphic appeals only to geeks, not to the wider audience.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    81. Re:Imagination. by Anonymous Coward · · Score: 0

      Perma-death is alright, until you throw multiplayer griefers into the mix.

    82. Re:Imagination. by aldo.gs · · Score: 1

      Wow, She died just by playing Nethack? No wonder she never attempted it again.

    83. Re:Imagination. by Dragoness+Eclectic · · Score: 1

      Dude, where can I find semi-current source for Cthangband? My daughter loves that game and it's gotten hard to find with the new "official" Angband site not carrying all the variants the way Thangorodrim did.

      --
      ---dragoness
    84. Re:Imagination. by Kerkyon · · Score: 1

      "probably wasn't influenced at all by Rogue/Nethack/whatever" is a bit farfetched. Especially given that there are items in the game that directly reference Nethack (cf. Worthless Piece of Violet Glass).

    85. Re:Imagination. by Mystra_x64 · · Score: 1

      ######
      #.>.##
      #....T
      #.@.##
      ######

      Are you sure?

      --
      Quick way to get 30% Funny 70% Troll: defend Opera browser on /.
    86. Re:Imagination. by Cederic · · Score: 1

      Utter sacrilege.

      Angband is not "history".

      It has history, but it's still very present. And addictive.

    87. Re:Imagination. by Cederic · · Score: 1

      Oblivion had a horrendous character development model and distressingly repetitive gameplay.

      The roguelikes have very simple mechanics, but free you entirely within them, and add sufficent randomness that fights are invariably different. That gives them their replayability, and makes them far more fun than "Ride your horse to the next bandit-infested mineshaft that looks just like the last one"..

    88. Re:Imagination. by jgrahn · · Score: 1

      A high-rez animated monster can only ever be a high-rez animated monster, exactly as you see it on the screen. But the dashing asterisk can be whatever you imagine it to be, and that makes it better.

      &



      I don't know about asterisks, but ampersands give me the creeps.

    89. Re:Imagination. by An+ominous+Cow+art · · Score: 1

      If anything, Rogue-likes inspired Diablo, which in turn has influenced Warcraft, which begat WoW.

    90. Re:Imagination. by alexo · · Score: 1

      Rogue/Nethack/etc. have perma-death.
      I love perma-death.

      Speaking of permadeath, can somebody zap a wand of undead turning at the DevTeam's corpse?
      It's been over 5 years since the latest minor (a.k.a bugfix) release.

    91. Re:Imagination. by InverseParadox · · Score: 1

      Sure.

      Now imagine how much more of a load running that many instances of e.g. WoW on that server would have involved.

      And surely you don't think a full compile of WoW (by whomever actually has access to do that) is a resource-light endeavour?

      Running Nethack or another roguelike can take up resources, yes - but not to nearly the extent that a more modern graphical game would.

      --
      -- The Wanderer
    92. Re:Imagination. by Darinbob · · Score: 1

      The simplicity was a key. It started up extremely fast, and if you died you just started again. You could play a level while waiting for a compile in the background. In this sense it's a bit like solitaire or mine sleeper on Windows, simple and quick to play but addictive.

      This is probably why it succeeded as a Unix game (and ported to other time share systems), but wasn't so popular on home computers. If you had to wait for a floppy to load a game, then you wanted something that lasted longer before you had to restart and you probably wanted better graphics. Versions I've seen with tiles just didn't seem to be improvements at all. And more complex varieties, like Angband, removed the simplicity.

    93. Re:Imagination. by Vintermann · · Score: 1

      That Diablo was Roguelike-inspired (perhaps even specifically Angband-inspired: Town, randarts, etc.) is clear enough. But how did that inspire Warcraft? Warcraft: Orcs vs. Humans is older than Diablo anyway...

      --
      xkcd is not in the sudoers file. This incident will be reported.
    94. Re:Imagination. by Blakey+Rat · · Score: 1

      It also contains items that directly reference Godzilla and Legend of Zelda and MacGuyver and Fraggle Rock and Half-Life... hundreds of other pop-culture items. So by that logic, it's "influenced" by practically everything.

    95. Re:Imagination. by Vintermann · · Score: 1

      It's been even longer since the devteam seemed to have any coherent vision about which direction nethack should take and why.

      Many NH players, including me, have jumped ship to Crawl Stone Soup. It doesn't have all of Nethack's amusing silliness, but it's careful attention to gameplay design goals (don't make grinding attractive, don't make spoilers necessary, make different strategies feasible, make interface smoother, etc.) makes it a far better game in the long run.

      --
      xkcd is not in the sudoers file. This incident will be reported.
    96. Re:Imagination. by Vintermann · · Score: 1

      No, they're orbs of fire. If you haven't had the pleasure of being blasted to cinders and mutated to a quivering mess by these guardians of the Orb of Zot, you haven't played the coolest game enough!

      --
      xkcd is not in the sudoers file. This incident will be reported.
    97. Re:Imagination. by Kerkyon · · Score: 1

      You've assumed that Nethack is part of the popular culture, which is an assumption that I don't think would be borne out as correct.

    98. Re:Imagination. by mikael · · Score: 1

      The game might have been called 'grid' - it came with a distribution of Solaris around 1986-1990.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    99. Re:Imagination. by Anonymous Coward · · Score: 1, Interesting

      Diablo II has a 'hardcore' mode where you lose your character on death. It was a bit terrible when lag or another player would kill you, but otherwise it was more interesting a mode. You'd need to REALLY work on strategy and trust to obtain the higher levels. There's a rush when you almost die! In the end, I ended up quitting D2 five times or so.

    100. Re:Imagination. by ZzzzSleep · · Score: 1

      Have you given Sporkhack a try?

    101. Re:Imagination. by arose · · Score: 1

      Good to know I'm not the only one with that "problem" :)

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    102. Re:Imagination. by An+ominous+Cow+art · · Score: 1

      You're right, I don't know what I was thinking - I shouldn't have included Warcraft in that.

    103. Re:Imagination. by biovoid · · Score: 1

      Like Dwarf Fortress.

    104. Re:Imagination. by ultranova · · Score: 1

      When a program isn't storing landscape data, character models, textures, etc. in memory, and using at least some processor time in keeping track of them, it means you can have much more complex AI/more instances of the AI, larger areas in memory at one time, and a wide range of ongoing effects all at once.

      At least Nethack, and presumably other roguelike games too, doesn't have any AI. The critters don't plan, they just react. It's all reflexes, about equivalent to insects.

      I really wish people would stop calling "for object in visible_objects() if player(object) shoot(object);" AI. It isn't, by any stretch of imagination. Roguelike games simply add more commands (such as picking up and drinking potions) to write reflexes with, but the basic lack of anything resembling intelligence remains.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    105. Re:Imagination. by tugfoigel · · Score: 1

      And there you have it. What more can you really do with HD effects when the gameplay cannot keep up with the game and with your imagination? I still fire up Rogue to while away the minutes waiting for compilations to complete (maybe I'll get a quad-core after I get another job...). I also run iRogue http://roguelike-palm.sourceforge.net/iRogue on my Palm when I am away from home. It's a bit quirky, but lots of fun and quite engrossing. You should see the looks I get from kids who've never seen a character-based game with real gameplay on a handheld. Woohoo!

    106. Re:Imagination. by StupiderThanYou · · Score: 1

      The Furytech mirror has a huge collection of Angband variants. There are also Angband web forums where you can ask or find answers to this and other important questions.

    107. Re:Imagination. by mokumegane · · Score: 1

      I maintain the similarities are there

      They are.

      You are a braver man than I am, I will not show my wife the older games and expect her to understand why they are important. Gaming history is perhaps the least important aspect of history.

      So, how many women do know the older games? Geez, I remember my Commodore 64 (heck, or my Atari system) which eventually got the color monitor, printer, had the tape deck, etc. I loved the games I had on that thing and yeah, there's definitely some basis on the games we have now. Heck, what about the DOS games or the MUDDS? ::sighs:: Sure, the graphics are better but is the immersion the same? Yeah, I've played WoW... actually one of the girls playing a girl (I've had it explained to me that MMORPG actually means Men Massively Online Role Playing Girls) and it was fun but easy and I don't think quite so immersive. It's not as easy to get into the story of the game in WoW as it was in the older games. Oh and as for history... I love history! It doesn't matter if it's gaming, clothing, how people lived, what they did, geologic, etc. Guess I'm a nerd...?

    108. Re:Imagination. by mokumegane · · Score: 1

      (snip) in a way it's sad that WoW buffed tank damage so that tanks do similar dps to the lower DPS classes because now every Joe F**kwad and his dog wants to be a tank (I say this as someone whose main is a prot warrior who pulls 2.5 - 2.8k dps in raids, my rogue only does ~2.4). Heals don't but (in WoW at least) they're buffed out the wazoo and don't need the encouragement ("lol roll a healer" is a common insult).

      yeah, I'd have to say I like healing in the olden days better... you actually needed skill back then. It's so much easier now... Oh and on your tank thing... Yeah, they buffed the tanks to do more damage, so now everyone plays them... Omg, when the DK's came out... EVERYONE made a DK and EVERYONE believed they could tank on one. Yeah, I hated healing when DK first came out... It was just like back when ZF was new to players, only I couldn't find a glitch in the game to save us from a wipe because the mage tanked better... well, or me, as the priest healer (Aggroing on renew is really, really sad...)

    109. Re:Imagination. by Xest · · Score: 1

      I don't think it's as simple as being the lack of graphics that leads to that though. It's the fact that most game developers nowadays pay no attention at all to content.

      If you look at past MMOs like Ultima Online, they had a million little things, massive flexibility in what you could do and how your character could develop and no MMO to this day has come close to the content it had, despite the fact it's not far off 15 years old.

      Too much money is spent on artists, game designers, developers who program special effects and physics engines and not enough on people who actually script/program in content and make sure the game is full of it and fun.

    110. Re:Imagination. by SL+Baur · · Score: 1

      So, how many women do know the older games?

      Probably some older women do.

      Geez, I remember my Commodore 64 (heck, or my Atari system) which eventually got the color monitor, printer, had the tape deck, etc. I loved the games I had on that thing and yeah, there's definitely some basis on the games we have now.

      I would guess that the number of Commodore 64s that ever made it to the Philippines is quite small (if any other than with children traveling with parents who were sent to the embassy in Manila, I would be surprised) and almost certainly 0 to Mindanao.

      Oh and as for history... I love history! It doesn't matter if it's gaming, clothing, how people lived, what they did, geologic, etc. Guess I'm a nerd...?

      As do I but I strongly disagree with you on the "nerd" part. An understanding of history is a key aspect of wisdom.

      Example (which most people seem not to understand): Albert Gore lost the election in 2000. Period. And the electoral college was not the "problem". The electoral college was an invention, required by the more rural of the original 13 colonies and later incoming new states, so that their voices would not be drowned out by the mobs in big cities like Philadelphia, etc.

      They didn't get it quite right unfortunately, as states started to scale up and for rural Californians like me, for example, we are paying the price ... big time. I haven't had a voice in electing any major state or federal level representation (including contributing to the electoral college vote) since the days of Ronald Reagan.

      That's kind of off-topic, but sort of the point I was trying to make. History is important, but (one of) the least important aspects of history is the history of gaming. Once people understand important things, like WHY it is important that large cities should not have as large of a voice as they have in politics, then you can go on to the more fun stuff.

    111. Re:Imagination. by mokumegane · · Score: 1

      Before I say anything else... I'd like to know why you're talking about the Philippines and Mindanao. Are you from there? As for the Electoral College... the way they set it up was great when we (the states) were small and had populations centered in a few areas, compared to the sprawl we have now. I know of a city in Oregon that contains, I think, still six people. I bet they don't get a voice- just the same as you. The Electoral College should have been changed, I think, before Hawaii and Alaska became states. Even then, we probably had the population and sprawl that needed the change. When the Interstates were built, we definitely needed the change. So many people get drowned out in the roar of other cities in the country, with the way the system is. There are even some states that are drowned out in the system as it is! I think a system that has proven it can change (i.e. the people have actually changed key points to grow with the country) is the best possibility. However, there's more than just the Electoral College that's from history that makes a difference in life. Scientists have discovered there's a pattern in earthquakes and volcanoes- the either of which can create a tsunami with disasterous effects. (They even found the parent for the orphan tsunami in Japan, with the parent being located in the PacNW of the US.) There's also looking at cultural history or religious history... anything can make an impact on peoples' lives. I don't understand people who discount anything in history. Gaming trends can either be an indicator on other things or coupled with another trend can say something important. Yes, one thing may seem small but it's the smallest things that can make the most surprising impacts on daily lives. (By the way, sorry I didn't quote you but it was getting long enough as it is... I know there's some Slashdotters who don't like to sit here reading some long excerpt on the page. Likewise, some of the longer ones are really important to read because they have a lot of relevant information and I'd rather someone not skip over something like that because of something I wrote.)

    112. Re:Imagination. by Anonymous Coward · · Score: 0

      Before I say anything else... I'd like to know why you're talking about the Philippines and Mindanao. Are you from there?

      My wife is from there, that's my permanent residence.

      You miss the point of the electoral college. It needs to be pushed down into the big states. California is a failed state. New York probably qualifies too. California definitely needs to be split apart with the axis of evil, Frisco/Sacto/LA in their own state.

    113. Re:Imagination. by SL+Baur · · Score: 1

      Hmmm. /. says I'm logged in, I don't have the Post Anonymously button checked, something must be broken again.

  3. You would think that after two decades by Norsefire · · Score: 4, Funny

    People would have figured out how to spell it.

    1. Re:You would think that after two decades by Anonymous Coward · · Score: 0

      Yeah, people's spelling is rediculous.

    2. Re:You would think that after two decades by Anonymous Coward · · Score: 0

      I T - see after two decades at least one of us CAN spell "it"

  4. Comment removed by account_deleted · · Score: 3, Interesting

    Comment removed based on user account deletion

  5. True , but... by Viol8 · · Score: 4, Insightful

    ... if the graphics are simpler the developers can spend more time on the AI. And if theres only a few developers this is a big deal. Its probably why most text based MUDs were generally more imaginative than WoW and its clones.

    1. Re:True , but... by Anonymous Coward · · Score: 3, Interesting

      True, but on a MUD you need good builders. I've seen too many vanilla mobs that had great descriptions, but which were just walking bits of XP to the players because the builders didn't know how to make them fight in an interesting manner.

      And it's sad, too. Long ago, when I was a low-level admin on a very large, old MUD once, I went through and fixed so many mprogs, it was absurd. If you understand the mprogs, you can make mobs that actually work as a team, which can be deliberately weakened by use of player skills, and which amount to more than making sure the mobs health goes down faster than yours. If you don't, you wonder why having a mob do "kill $n" in a death trigger crashes the MUD (hint: the mob attempting to do the killing is about to get deleted) ...

      Good times, but never underestimate how much you need dedicated, technical people to be able to supply a game with immersion and interaction. Commercial games generally don't bother because this is both hard and expensive. I mean, commercial game companies are not going to patch the game a decade later so that Medusa can't be killed by her own gaze attack if you blinded her with a camera first...

    2. Re:True , but... by pregister · · Score: 2, Interesting

      The reason MUDs were more 'imaginative' was the level of detail that area creators could use. Text allows you to describe things to the limit of your writing abilities. A picture may be worth a thousand words, but not if the picture is designed to be rendered on legacy hardware and your selection of items to place in areas is limited by whats in the toolbox or what you can get the art department to design and add.

      MMO games are also limited by what kind of actions can be presented to the player in an intuitive, graphical fashion. When I first started writing areas for muds, creators could add new types of actions (in my flavor of muds, literally add_action("blah", function()); to add a "blah" verb. If you wanted a player to have to belch the Flintstones theme song in order to open a secret door, you could do so. This was great for creativity but ended up making a pretty bad game interface for the players because it wasn't a standardized system and the if 5 different creators added 'belch' it was likely a different syntax or usage in each area.

      This was changed in later versions of the codebase and we restricted the ability to add actions on the fly and the admin/developer types would add verbs and verb rules which were standardized across the MUD...the interface improved for players, but the creators were limited in what they could do...if you really wanted a new action type, you had to convince an admin type to implement the verb for you.

      On graphical MMO type games, your actions are limited by what you can see on the screen and what you can click on. Some games allow you to enter commands as text, but these are usually pretty limited in scope (e.g., /dance) and usually have only a cosmetic impact on the game. They could certainly design the game to use more text input but I'm pretty sure they've done some research on that and figured out most players wouldn't like it and they are trying to get the largest subscriber base. On MUDs, we were mostly just playing around with the code, making stuff we liked, and if the players liked it..hey, that was just great.

      The rogue-like games were in a middle zone. The actions were limited, but there were still a hell of a lot of them and the combination of actions and items added a lot of complexity that we're a long way from seeing in MMO type games.

    3. Re:True , but... by fractoid · · Score: 1

      (in my flavor of muds, literally add_action("blah", function()); to add a "blah" verb

      And hence the origin of the term 'proc' which so many gamers use these days without understanding. "It's a weapon proc" = "when you hit with your weapon, it runs this procedure, which may cause FUCKING ANYTHING to happen but in practice usually just temporarily applies a buff to you or an instant damage spell or debuff to your target".

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    4. Re:True , but... by meyekul · · Score: 1

      I don't think that quite explains it. Any large game project is going to have a team working on the core engine, a team for mechanics, a team for graphics, a team for storyline, etc. It's not like there's one group that has to divide their time between writing content and making graphics, its just that the market has proven that most people don't care about content anymore, they just want eye candy. So, the makers focus on giving the biggest group of people what they want.

      MUDs have a completely different business model. Most of them were free to play, and had absolutely no graphics (maybe ASCII art) so the developers pretty much had to focus on writing story and creative mechanics if they wanted to attract players from thousands of other MUDs with the exact same "graphics" system.

    5. Re:True , but... by ahsile · · Score: 2, Interesting

      We banned death progs... for just such a reason. You could have them if the admins tested and approved them.

      I remember once as a junior immortal I was building an area, and set one of my mobs to load some weapons from a different area since I hadn't built any of my own yet. I managed to send the mud into a huge death spiral the next reboot as my area was loaded before the other area. That meant that I was trying to load objects which didn't exist yet... *kaboom*

      I continued to be an immortal there for a long long time, and eventually graduated to be a coder. It's been a while, but I still fire up the code at times and walk through the areas. The imagination some of our builders had was amazing! New games pale in comparison.

      I'm going to turn it on right now for some fun.

      http://stormgate.ca/
      telnet://stormgate.ca:2345

    6. Re:True , but... by DrgnDancer · · Score: 2, Interesting

      Actually you can perform any action in the game using a /command sequence in WoW. It's primarily used for scripting, as it would be insanely difficult to play that way, but in theory you could fight a battle with "/target Kobold, /attack target, /cast fireball target, /cast frostnova..." I don't know about moving though. You may have to do that with the actual movement keys. Not that this invalidates you point, you still can't add actions or change their affects, but it is interesting to note.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    7. Re:True , but... by Sobrique · · Score: 1

      Sounds like an LP mud variant.
      I still get all nostalgic for the time spent playing Nanvaent, which was an LP based mud. And after a while, spent some time doing coding, which was just amazing. I was always sorely disappointed by the lack of power you had in Diku as a 'builder' but then realised that was mostly because they separated out the 'builder' as in the one that described the scenery, and the coder - the one that made the game do interesting things. Where in LP... not so much - you had to do a bit of both, and every 'room' was code - well, fundamentally - usually you just inherited the generic room object, and then all you had to do is link in a few exits and a description, much like you would with more conventional 'builder' tools.
      Actually logged in not that long ago, and had a wander around. My typing skills remain good, from the days spent running like hell from PKers :)

    8. Re:True , but... by ahsile · · Score: 1

      Replying to myself... but I did put our code up for consumption on the website linked above.

    9. Re:True , but... by Omestes · · Score: 1

      Diku was very powerful, once you got used to it. For awhile me and some freinds were running a fork of an existing mud as a platform, it was so heavily modified by the original coders to be practically not Diku anymore. Our coder was familiar with Diku, but couldn't do squat with this one, since hardly a line was unmodified.

      The coder/builder dichotomy was somewhat annoying, though. I always hated having to send my ideas to the coder, then wait for him to find a way to implement it, then send his particular implementation back down so I could maybe/perhaps do what I needed to do.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    10. Re:True , but... by pregister · · Score: 1

      Yeah, it was a LPMud. Nightmare, to be exact. ;)

      I played on Nanvaent a bit when I just wanted to play. The great thing about developing the mudlib and having access to the code was the creativity. The bad part was knowing the secrets, seeing Oz behind the curtain, and losing all the mystery.

  6. Modern version by RiotingPacifist · · Score: 2, Interesting

    So as a young noob I quite like these old games, but I have to admit I prefer tilesets over text, can anybody recommend a gui frontend for rogue?
    Best I've found for nethack was a qtnethack* which really sucked in some areas, is there something similar for rogue? Hell is there something that can act as a frontend for both?

    *I know there if flacon's eye but I found it much harder to see whats going on in 3D

    --
    IranAir Flight 655 never forget!
    1. Re:Modern version by TeknoHog · · Score: 4, Informative

      While this isn't answering your question, I'd like to point out my favourite Nethack interface:

      http://glhack.sourceforge.net/

      GnomeHack was a very nice version of the game... But the GUI-ness of it (popup windows, scrollbars, etc..) really wasn't to my taste. So I started work on glHack, to make it feel very similiar to the text-terminal version (nice & snappy). but with graphical tiles.

      --
      Escher was the first MC and Giger invented the HR department.
    2. Re:Modern version by dltaylor · · Score: 1

      The Amiga version is very good, and in every sense that I know "modern", although you can't have one of mine to run it.

    3. Re:Modern version by Anonymous Coward · · Score: 0

      try noegnud

    4. Re:Modern version by CommanderData · · Score: 4, Informative

      Well, If you'd like a more modern rogue implementation with tilesets, and have an iPhone or iPod Touch, you could give Rogue Touch a try. I wrote this version from scratch in my spare time over last fall and winter as a way to fill in downtime from consulting. Borrowed some graphics from public domain tilesets, and drew others myself. It's a tribute to the Atari ST and Amiga versions of Rogue, and it's gained quite a following lately... as a matter of fact one of my players alerted me to this story (I used to post here regularly, but have been away for a while... had to quit reading so I could get some real work done!!).

      Anyway a lot of neat little tweaks were made to the formula without messing up the core game: new equipment and magic, some animations, secret characters (that have unique abilities and starting equipment), and an online leaderboard to compete with dungeon crawlers all over the world.

      Come by my website http://www.chronosoft.com/ to see a video and check out the forums and leaderboards.

      --
      Urge to post... fading... fading... RISING!... fading... fading... gone.
    5. Re:Modern version by KritonK · · Score: 1

      I have to admit I prefer tilesets over text

      There are many times I've felt the same way, but every time I tried to play a roguelike game using a graphical front-end, I found that it detracted from the game:

      • 3D front-ends, or tiled-front-ends with tiles larger than the size of a letter, exchange the ability to always see the entire map with the ability to see fancy graphics. However, being able to see the entire map, all the time, is an essential part of the game, as you always need to know where the unexplored parts of the dungeon are, and what is the way back to the parts of the dungeon that you have already explored.
      • With text graphics, the first time you hit, say, a "K", you see a message that you hit a kobold, and from then on, you know that "K" stands for kobold. On the other hand, seeing a graphic rendition of what the graphics designer thought a kobold looks like, does not immediately (or at all) make me thing of kobolds, especially if the tiles are small, to avoid the previous problem. Again, being able to identify a monster immediately, is another essential part of the game. You don't want to see a message saying that "the cockatrice touches you", to identify the monster that's in the room in which you just entered!
    6. Re:Modern version by Unnngh! · · Score: 1

      Thanks for writing this, I've enjoyed Rogue Touch quite a bit. It's remained true to the original - it's a tough game and the adaptation to the iPhone was pretty smooth, without making it feel too flashy on the gfx.

    7. Re:Modern version by mikael · · Score: 1

      I played 'Vultures Claw' and 'Vultures Eye' which provide a isometric view of each level based on what the ASCII rendering of 'nethack' would display. Many of the levels are exactly as you would imagine (fire levels with lava, water levels/Jubilex/Astral Planes).

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    8. Re:Modern version by Rei · · Score: 1

      I was a coder and graphics devel for that project a while back... fun stuff. :) The original Falcon's Eye had stopped being maintained and wasn't even taking new patches, so Clive spun off Vulture's Eye.

      --
      You're not made of Tuesday!
    9. Re:Modern version by smitty97 · · Score: 1

      another point against tiles: how would you know to hit the letter 'c' to blessed-genocide pyrolisks and cockatrices?

      --
      mod me funny
    10. Re:Modern version by retchdog · · Score: 1

      I use nethack-gnome (which is full of bugs, but that's beside the point). There's a keystroke for identify object (I think it's "/"). Not a big deal.

      Agreed with the 3d tilesets; that's just too much. But ASCII is just too minimal for me.

      regarding the genocide note below: It would be better if they added a notice for the genus of a monster ("This is a kobold (k)"), but I've learned the letters from wikihack anyway.

      --
      "They were pure niggers." – Noam Chomsky
    11. Re:Modern version by Anonymous Coward · · Score: 0

      So as a young noob I quite like these old games, but I have to admit I prefer tilesets over text, can anybody recommend a gui frontend for rogue?
      Best I've found for nethack was a qtnethack* which really sucked in some areas, is there something similar for rogue? Hell is there something that can act as a frontend for both?

      *I know there if flacon's eye but I found it much harder to see whats going on in 3D

      Lots of competing forks of Rogue exist. My favorite would be Dungeon Crawl Stone Soup available at http://crawl.develz.org/trunk.

      The tiles version is really quite polished.

    12. Re:Modern version by Sybert42 · · Score: 1

      Only 3 out of 5 stars. Well, if I like it, I guess I can tip you with a Slashdot subscription.

    13. Re:Modern version by CommanderData · · Score: 1

      Yeah, that is a sore spot with me. I had a great score of like 4.5 stars before I decided to hold a little sale (first one ever since I put it on the store). You see, whenever something is 99 cents, it invites anyone to take a chance on it even if they've never heard of the game or even the whole genre of roguelikes. And then those same people decide that it's not their cup of tea and delete the game, leaving behind a nice 1-star rating to drag down your average.

      I certainly don't plan on doing that again any time soon :)

      If you do like it, please by all means leave another positive review. If you're in the USA, you can see there are *many* 5 star written reviews, but it needs more to offset the hoard of 1 star haters. Heck, I actually just got published for real- in the UK, Retro Gamer magazine (issue 63) did a mini review in their mobile round-up. Rogue Touch got 89% and the compliment of being "the best rogue game they have played recently on any system"!

      --
      Urge to post... fading... fading... RISING!... fading... fading... gone.
    14. Re:Modern version by CommanderData · · Score: 1

      Thanks! Glad that you like it... The game was my first journey into Objective-C and Xcode. Being a Windows guy (yes, yes, I know but my consulting job requires Windows for proprietary automation software) I probably should have started smaller as it took months to learn and redo things as I found better methods of doing what I wanted. It definitely was interesting to try to adapt this to a device with no keyboard at all, some things end up being slightly more cumbersome (extra taps on screen) but I'm pretty happy with the overall flow.

      I have a few more updates that I want to do with Rogue Touch, then I'll probably start a new more advanced rogue-like game this fall. Anyone who wants to discuss or help design that feel free to stop by my forums and post http://forums.chronosoft.com/ or send me an e-mail :)

      --
      Urge to post... fading... fading... RISING!... fading... fading... gone.
    15. Re:Modern version by tringstad · · Score: 1

      You are the man. Best 99 cents I've ever spent in my life.

      I bought it a week or two ago, and not many nights have gone by that I haven't played it at least for a little while sitting at the bar waiting for friends to show up.

      I have to admit though, the one thing I don't like about it is the graphics. The lack of ASCII definitely makes the game feel oddly different even though the mechanics are the same.

      Now go make me a NetHack port... I'll pay triple for it!

      -Tommy

      --
      "I got a half gallon of Jack, and 2 dozen Ant Traps. I'm about to get wild." -me
    16. Re:Modern version by Sybert42 · · Score: 1

      Tell me how it relates to the Singularity? Maybe then I'll give a good review. Only the Singularity matters.

  7. Multiplayer by mumb0.jumb0 · · Score: 3, Interesting

    I'm holding my breath for the day somebody develops a truly co-operatively multiplayer version. (No, sharing bones files/score tables doesn't count.) I know it will probably mean sacrificing turn-based play, but adding human interactivity into the already complex world(s) of Rogue will be amazing.

    --
    Question everything?
    1. Re:Multiplayer by Anonymous Coward · · Score: 1, Interesting

      I played MAngband for a while. It was fun

    2. Re:Multiplayer by FiveDozenWhales · · Score: 3, Interesting

      I'm working on a roguelike that's based on a wilderness map rather than a dungeon map--meaning you can move as far as you want in the four cardinal directions, but not up or down levels. It features regular roguelike play nearly all of the time, but if you come close to another player on the same server, it enters a timed mode that's more similar to Diablo, and lasts as long as the two players are nearby each other.

    3. Re:Multiplayer by Varka · · Score: 2, Informative

      http://www.t-o-m-e.net/main.php?tome_current=1 TomeNET is a multiplayer fantasy dungeon exploration game based on the works of J.R.R. Tolkien. It is a game that emphasizes intricate, challenging, and varied gameplay over graphics. Hundreds of different monsters in randomly-generated, unpredictable dungeons will strive to slay you by various means, and you counter - if you survive - by developing the skills of your choice and wielding mighty artifacts. TomeNET was originally based on Mangband 0.7.0, and it is now the leading multiplayer Angband variant! The current server is TomeNET.net, select it when the client asks you which server you want to use. TomeNET was formely known was PernMangband, but the name was changed due to copyright issues.

    4. Re:Multiplayer by Anonymous Coward · · Score: 0

      TomeNET is a multiplayer rogue-like myself, and many others, have played for years:

      http://www.c-blue.de/rogue.html

      http://koti.mbnet.fi/mikaelh/tomenet/

      http://forum.t-o-m-e.net/viewforum.php?f=4

    5. Re:Multiplayer by Anonymous Coward · · Score: 0

      It was 20 years ago today...

      IIRC when I was at uni '87-'89 we had Rogue, etc and some people started a multiuser version - don't think it ever made it into the wild though. This was York University, on shiny VAX 11/780 - those were the days.

    6. Re:Multiplayer by Anonymous Coward · · Score: 0

      I think the project you are lookingfor is mAngband (multiplayer Angband). It is an expanded and refined rougelike game that has been extensively rewritten for mutiplayer play. Specifically Angband is based or Moria and uMoria which was based off Rouge. I believe Nethack forked off from Moria as well so it could go a different direction. The official site for vannila Angband is http://rephial.org/play An out of data page with a number of Angband variant listed is at http://thangorodrim.net/ and http://www.mangband.org/ is the homepage for multiplayer Angband

    7. Re:Multiplayer by Anonymous Coward · · Score: 1, Informative

      Try this: http://www.mangband.org/

    8. Re:Multiplayer by Fumus · · Score: 1

      Mod anon up!

    9. Re:Multiplayer by thePowerOfGrayskull · · Score: 1
      What you wrote:

      I think the project you are lookingfor is mAngband (multiplayer Angband). It is an expanded and refined rougelike game that has been extensively rewritten for mutiplayer play. Specifically Angband is based or Moria and uMoria which was based off Rouge. I believe Nethack forked off from Moria as well so it could go a different direction. The official site for vannila Angband is http://rephial.org/play [rephial.org] An out of data page with a number of Angband variant listed is at http://thangorodrim.net/ [thangorodrim.net] and http://www.mangband.org/ [mangband.org] is the homepage for multiplayer Angband

      What I saw...

      blah blah blah blah ROUGE blah blah blah blah ROUGELIKE blah blah blah blah

      ROGUE DAMNIT! ROGUE!

    10. Re:Multiplayer by harry666t · · Score: 1

      Is your game free software? Do you have some kind of project website set up?

    11. Re:Multiplayer by FiveDozenWhales · · Score: 1

      It'll be Sourceforged soon. This is my first large C++ project in a few years, and I'm still in that "parts of my code look like a dog might have made it while drunk, and I am embarrassed to show this to the world" phase. And I'll announce it on rec.games.roguelike.development once things are cleaned up and something approaching a beta is finished.

    12. Re:Multiplayer by Anonymous Coward · · Score: 0

      Mangband

    13. Re:Multiplayer by hyc · · Score: 1

      Back in 1987 or so I saw a presentation at the Usenix conference about a new distributed computing project. One of the programs they adapted to their API was hack 1.0.2, which they called dhack. It was basically real-time, but you could save your game and resume it. Your character would be recorded as an indestructible statue until you resumed. I had just ported hack 1.0.3 to my Atari ST recently, and tried to get hold of their patches but they never published their source code. A shame. After a while I gave up and got hooked on Xtrek... (I had also ported several other similar games - Larn and Moria as I recall...)

      I also split my Hack 1.0.3 source up into a game engine and a UI, so that I could run the curses interface remotely over the network, or use a graphical/tiled interface. I had plans to do a multiplayer version using timed turns (e.g., you can issue X commands per second) kind of like Trek73, but when Trek83 and Xtrek turned up I stopped messing with Hack...

      --
      -- *My* journal is more interesting than *yours*...
    14. Re:Multiplayer by hyc · · Score: 1

      Found the reference I was talking about:

                  Author: Allan Bricker
                  Author: Morgan Clark
                  Author: Tad Lebeck
                  Author: Barton P. Miller
                  Author: Peter Wu
                    Title: Experiences with DREGS
                    Pages: 471-481
            Publisher: USENIX
        Proceedings: USENIX Conference Proceedings
                      Date: Summer 1987
              Location: Phoenix, AZ
        Institution: University of Wisconsin

      From here http://usenix.org/publications/bibliography/byDate.html

      dunno if it's available anywhere online now...
      I seem to recall that "DREGS" stood for Distributed Realtime Environment for Game Systems but that was ~22 years ago, not really sure any more.

      --
      -- *My* journal is more interesting than *yours*...
    15. Re:Multiplayer by harry666t · · Score: 1

      > "parts of my code look like a dog might have made it while
      > drunk, and I am embarrassed to show this to the world" :D

      Nice, I've recently found the old sources for a simple C++ roguelike I wrote years ago. Your words would perfectly describe the state of the codebase :) It had a similar concept - you could move around the 2D surface wherever you wanted (literally - you could even "step out" of the memory area where the world data was held and take a tour around the process' executable code. Yay segfaults! :P).

  8. Still... by morazor · · Score: 3, Informative

    Despite only the most 'primitive' audiovisuals I'm still addicted to its descendants. They have some features not easily found in modern games, above all the difficulty and the challenge. Modern games often seem to be designed to let the player win.

    1. Re:Still... by daveime · · Score: 1

      Modern games often seem to be designed to let the player grind and grind, with nothing to actually win

      There, fixed that for you.

    2. Re:Still... by Anonymous Coward · · Score: 4, Funny

      Are you telling me I can't win in NetHack? After all these years, now you tell me!

    3. Re:Still... by Sir+Holo · · Score: 1

      I think that's what many of them are paying for.

      Ah well.

  9. Links by jamesfalloon · · Score: 1

    Ok here we go, first wikipedia http://en.wikipedia.org/wiki/Rogue_(computer_game)
    Then for source http://rogue.rogueforge.net/
    and for windows (or dos) users, the original pc port http://www.dosgamesarchive.com/download/game/176
    and lastest development as at 2008 http://www.freewebs.com/drussell/ClassicRogue.htm

    I've been playing this game for nearly 20 years since my cousin introduced me to it on an old 286, scary thing is it still runs fine today under windows xp. Long live x86 I guess. And I still haven't beaten it...

    1. Re:Links by Pictish+Prince · · Score: 1

      I've been playing this game for nearly 20 years since my cousin introduced me to it on an old 286, scary thing is it still runs fine today under windows xp. Long live x86 I guess. And I still haven't beaten it...

      You haven't won and you're still on Microsoft? Res ipse loquitur, I guess.

      --
      Only his tendency toward a dazed stupor prevented him from screaming aloud.
  10. Wake me when WoW has puking bears by Anonymous Coward · · Score: 1, Interesting

    From Dwarf Fortress:

    I wrestle a bear and put it in a headlock. Then I gouge it's eyes out.

    I am told: "The bear howls in agony. The bear pukes. The bear pukes. The bear faints in pain". All around me, the commas and dots turn red and green. On casual examination, each of the five fingers of each of my gloves is covered in bear puke.

    1. Re:Wake me when WoW has puking bears by Renraku · · Score: 1

      You know, Dwarf Fortress is so complex that if they gave it some decent graphics and decent controls, it would make for a most-awesome game. It wouldn't be that hard to do, really.

      It needs to have two modes. An easy mode, and a real mode. The easy mode would be for casual gamers. People that want to build their fort and have a happy little home, maybe explore a little. The real mode would be for people that like to trap thousands of creatures underground and then flood it with lava.

      --
      Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    2. Re:Wake me when WoW has puking bears by bob.appleyard · · Score: 1

      Dwarf Fortress? Casual gamers? What horrible twisted parallel universe have I stepped into, and what do the games for serious players look like?

      --
      How dare you be so modest!! You conceited bastard!!
    3. Re:Wake me when WoW has puking bears by ObsessiveMathsFreak · · Score: 3, Insightful

      It needs to have two modes. An easy mode, and a real mode.

      No. What Dwarf fortress needs, desperately, is a better UI. I'm not just talking about proper graphics, though that would be a part of it. Even the developers have admitted that they have streched the limits of what is possible with ASCII characters.

      Currently, Dwarf fortress is like a rocket ship, with literally hundreds of knobs, buttons and switches. It's frequently impossible to figure out what is going on and how to do anything about it. Which is tragic because almost everyone who sees the game _wants_ to know what is going on and to interact with the world as much as possible.

      Something like Falcon's Eye shows the way. Meaningful graphics which convey the maximium amount of information in the least time, and context sensitive menus, which only display relevant options. Better still would be the creation of a system that relied on only a few "verbs", with objects in the world as nouns. As the saying goes "Complexity is Easy. Simplicity is Hard."

      --
      May the Maths Be with you!
  11. About WOW and a game like rogue by Shivetya · · Score: 2, Informative

    Along the same lines as Rogue, it is probably one of the reasons for a strategy game I still like Empire. All pieces are the same on both sides and all cities are equal. It is a game of strategy with chance rolled in; that being the frequency of finding cities or the enemy. No gimmicky special powers (read : wtf ) that one side has that the other does not.. no fancy animations to get in the way of what something does.

    Simple games can be the best games... I am still waiting for someone to replicate Starflight

    As for WOW and weather....

    or at least someone on a message board somewhere else did, the weather effects do not affect NPCs nor their property because they have the weather effects slider set to off. Spells are not affected because their "magic". mmmmkay?

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:About WOW and a game like rogue by jimmydevice · · Score: 1

      I hacked rogue on my Tek 6205 UTek/UNIX workstation / 4027A graphics terminal to display
      8 color programmed character graphics. My Nurse was quite fetching.
      It rocked in 1988.

    2. Re:About WOW and a game like rogue by edremy · · Score: 1
      I am still waiting for someone to replicate Starflight

      I've never played Starflight, but looking at Wikipedia the Escape Velocity series seems pretty similar in concept. EV Nova has been ported to the PC- you might want to try the demo.

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
    3. Re:About WOW and a game like rogue by Novus · · Score: 2, Informative

      Simple games can be the best games... I am still waiting for someone to replicate Starflight

      Have you tried The Ur-Quan Masters?

      However, I'd hesitate to call Starflight or Rogue "simple". Many of these games have quite a lot of depth compared to the FPS of the week.

    4. Re:About WOW and a game like rogue by Dan+Ost · · Score: 1

      Escape Velocity (plus all the mods available) is awesome...but i had to quit playing because stearing with the arrow keys made my wrist hurt.

      Of course, that was 10 years ago...

      --

      *sigh* back to work...
  12. When did a Kobold... by whencanistop · · Score: 1

    ... get turned into a Kestrel? Is this the earliest example of dumbing down?

    1. Re:When did a Kobold... by SL+Baur · · Score: 1

      In Hack/Nethack, the successor to Rogue.

  13. nethack ghosts by dltaylor · · Score: 4, Funny

    While porting nethack, 'way back when, we wanted to be sure that all of the levels worked, so we added a terminator-like character for the test players. Immune to poisons, more robust, ... Then one died down about level 23, and, of course, came back as a ghost. Made the game much tougher to win when playing as a tourist or whatever.

    No, we didn't purge it from the system. That would be cheating.

  14. Commdore 64 by Anonymous Coward · · Score: 0

    There never was a C64 version of rogue, afaik.

    Two big thumbs up for mentioning "Sword of Fargoal" and "Telengard" though. Both were a heck of a lot of fun. Telengard was from Avalon Hill though.

    Epyx did the Apshai trilogy on the C64 though. "Gateway to Apshai" being the most arcade-like and fun IMHO.

    1. Re:Commdore 64 by Anonymous Coward · · Score: 0

      Indeed there was a C64 version of rogue

      Graphical, too!

  15. Two seperate things... by Anonymous Coward · · Score: 0

    You can't look at the role playing in a single player game and say that because of that it has strong game mechanics....

    Immersion is good and all, but that becomes far less important in multiplayer, when the actual interaction between people and game mechanics come to the forefront.

    So of course a single player RPG or a book is more "immersive" than a MMO like WoW. Doesn't mean that either game is lacking (even though WoW fails at immersion), they fill totally different needs.

  16. Still thriving by soupforare · · Score: 3, Interesting

    The DS is a roguelike gamers paradise at this point. I'm amazed how many commercial ones that are out there. You've got something for the hardcore, the weeaboos, the kids and the computer nerds. The nethack port is worth the price of a flash cart alone. It's better than the wince/wm port!
    I know there's ones I've missed. There's also a ground-up game coded for the GBA and ported to the DS.

    --
    --- Do you believe in the day?
    1. Re:Still thriving by Nazlfrag · · Score: 1

      There's also powder on the homebrew front. Likely there are several more.

    2. Re:Still thriving by kndyer · · Score: 1

      I'll second the endorsement for powder ... I was playing it on my netbook on the way to work today.

  17. All Hail Michael Toy (Netscape fame) and others by Anonymous Coward · · Score: 0

    Michael Toy - one of the founders of Netscape was one of the programmers for Rogue. One of the first games I ever played - well before that was Adventure, Hunt The Wumpus and Star Trek text games. I played them before there were desktop computers. They were played on a continuous paper line printer, acoustic phone modem (110 baud) and a rotary phone. Fun times. Those days you could print out the code for the game program and learn how it was written in BASIC.

    1. Re:All Hail Michael Toy (Netscape fame) and others by StevenMaurer · · Score: 1

      I have to say it's pretty surreal reading his thread. I was there in the Crown College Stat-Lab of UC Santa Cruz in 1980 when Glenn Wichman came up with the idea of an auto-generated adventure game and Michael Toy had the talent to use the curses library to write the program up.

      My sole contribution was acting as a sounding board to help Michael fix a bug.

      Prior to that, games were Adventure based, everything had to be programmed in, and so didn't have much replay value.

      It's pretty amazing how much game time you could get out of those old glass-ttys. Michael once said that if he had a penny for every time rogue was played, he'd be a multimillionaire. Too bad the company they started to sell the game went out of business because of all the pirating.

  18. ADOM by ElectricTurtle · · Score: 4, Interesting

    My favorite Rogue-like will always be Ancient Domains of Mystery. The control system is so much better than Nethack.

    --
    I support the Slashcott and will not be reading or commenting from 2/10/14 to 2/17/14. Beta is steaming pile of dog shit
    1. Re:ADOM by Anonymous Coward · · Score: 0

      I've got ADOM going at the moment, been playing roguelikes for the last 20 years off and on.
      Rogue, Nethack, Moria, Omega, Slashem, ADOM, TOME...
      Used to love samurai's and Valkyries in Nethack, I'd polymorph into mariliths for the multi attacks and awesome AC... mostly died from eating related errors.

    2. Re:ADOM by Dan+Ost · · Score: 1

      My only complaint about ADOM is the fact that you're racing against the corruption clock. Not a big deal, I suppose, but annoying. I beat ADOM, but I had to get completely spoiled to do it (excellent online spoilers).

      --

      *sigh* back to work...
    3. Re:ADOM by The_mad_linguist · · Score: 1

      Yeah, I just have trouble enjoying games with a fixed time limit in general.

      It's like those stupid platformer levels with scrolling walls or floors.

    4. Re:ADOM by Red+Flayer · · Score: 1

      Lots of ways to reduce corruption exposure...

      Plus I love the fact that one of the best uses of a wish in ADOM is to wish for potions of cure corruption. Adds another dimension to roguelikes, I find it weird to play roguelikes without corruption now...

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    5. Re:ADOM by Repton · · Score: 1

      Unless you're on a laptop (or otherwise missing a numeric keypad)..

      --
      Repton.
      They say that only an experienced wizard can do the tengu shuffle.
    6. Re:ADOM by ElectricTurtle · · Score: 1

      Granted, but that's why I love USB numeric keypads. Good for other gaming as well IMO.

      --
      I support the Slashcott and will not be reading or commenting from 2/10/14 to 2/17/14. Beta is steaming pile of dog shit
    7. Re:ADOM by Anonymous Coward · · Score: 0

      Gah! ASCII character nightmares. No never again!

  19. Poor sales? by Sockatume · · Score: 2, Funny

    I guess you could say it's an... *sunglasses* ... Epyx fail.

    --
    No kidding!!! What do you say at this point?
    1. Re:Poor sales? by Spatial · · Score: 1

      YEAHHHHHHHHHHH!!!

  20. Rogomatic by smartin · · Score: 1

    One of the coolest things i remember about Rogue was Rogomatic, which was an AI that played the game. Never saw a version for any of the Rogue descendants though.

    --
    The difference between Canada and the USA is that in Canada healthcare is a right and gun ownership is a privilege.
    1. Re:Rogomatic by Varka · · Score: 2, Informative
    2. Re:Rogomatic by shoppa · · Score: 1

      Rogomatic was the coolest thing in the world. Circa nineteeneighty-whatever when I saw it.

      It only worked with one particular version of Rogue IIRC.

      What was really cool is we'd let it run overnight on the Unix boxes, then come in the next day and see how much fun the computer had had :-).

    3. Re:Rogomatic by xororand · · Score: 2, Interesting

      For NetHack, there's the TAEB - Tactical Amulet Extraction Bot. It's a framework for developing NetHack AIs, written in Perl. Its development still seems to be going strong but it hasn't managed to ascend a game yet, which is not an easy accomplishment for an AI.

      Sartak, a TAEB author, recently managed to predict NetHack's PRNG to acquire infinite wishes from fountains. This is considered an exploit of course, and has since been patched on public NetHack servers. Still, pretty impressive :)

      I think there's a Twitter feed with TAEB's game progress somewhere, but I don't have the link.

      http://taeb-nethack.blogspot.com/

  21. Co-routines: rogue and compiler by david.emery · · Score: 1

    In the mid '80s when I was in a heavy coding job, I used to run 'co-routines', the compiler and Rogue... One of my co-workers hacked the code to produce a party room on every level, the variant was known as 'twinkie - because you got a big delight with every bite.'

  22. The scent of schadenfreude... by argent · · Score: 1

    When Zork and Rogue came out and people started calling computer combat games "role playing games" the real role players who knew there was more to role playing than dungeon crawls were mortified.

    So, what, now you're complaining that Warcrack isn't a real role playing game because it's not immersive, or something?

    I love the smell of schadenfreude in the morning.

    1. Re:The scent of schadenfreude... by Xtifr · · Score: 1

      the real role players who knew there was more to role playing than dungeon crawls were mortified.

      "Even more reviled than a typical roleplayer is a roleplayer who insists on roleplaying. When the dorks need to feel superior, this is the guy they denounce as a dork. Honestly. The only person worse than him is the DM himself."
          -- Shamus Young, The DM of the Rings

      "You punks stay in character! I was playing D&D before you got your first nintendo!" -- Gimli

  23. Primitive visuals the main selling point by BForrester · · Score: 4, Funny

    Indeed. I can play Rogue all day at work, and everyone else assumes that I'm working at something really complicated and "techy."

    1. Re:Primitive visuals the main selling point by fractoid · · Score: 3, Funny

      I now feel compelled to post this.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    2. Re:Primitive visuals the main selling point by Nesman64 · · Score: 1

      This Nethack comic on User Friendly is the first one I thought of.

      While we're on the topic of Nethack comics, Dudley's Dungeon ran for about 5 years.

      --
      coffee | nose > keyboard
  24. What more can you say? by Minwee · · Score: 2, Insightful

    Without Rogue there would be no Nethack and no Dwarf Fortress.

    And I could probably have used all that time to write a frakkin' book or something, instead of zapping ghosts with a wand of polymorph or dropping merchant caravans into lava just to see what would happen.

    1. Re:What more can you say? by cptnapalm · · Score: 1

      But the book would have sucked and have bombed. Then you'd be in here complaining that you should have spent all that time playing some non-existent game where you could zap ghosts with a want of polymorph or drop merchant caravans into lava out of curiosity.

    2. Re:What more can you say? by Brandybuck · · Score: 1

      Some of the earlier [net]hacks were okay, but it quickly became silly. Still prefer the generic rogue.

      --
      Don't blame me, I didn't vote for either of them!
  25. Winning a roguelike. by juuri · · Score: 2, Insightful

    Winning a roguelike is much like the first time you beat your chess teacher or parents in any game that required a bit of logic or skill. It's something you remember. One of the few digital bits that I make sure survives all of my data migrations from machine to machine is a copy of the output of my first ascension in Nethack.

    Date: 1997/06/12
    An invisible choir sings, and you are bathed in radiance...--More--
    The voice of Odin booms out: "Congratulations, mortal!"--More--
    "In return for thy service, I grant thee the gift of Immortality!"--More--
    You ascend to the status of Demigoddess...--More--

    The scary/awesome part is I still remember more about the last level in that ascension than I do large parts of my childhood schooling.

    --
    --- I do not moderate.
  26. Nethack by DarthVain · · Score: 1

    Would have been nice if the article actually talked about the different versions and ports.

    When I played it back in the day it was called Nethack. I always wondered what the difference was between that and rogue etc...

    1. Re:Nethack by thePowerOfGrayskull · · Score: 1

      Nethack was derived from Rogue.

  27. 7 day roguelikes by Anonymous Coward · · Score: 0

    There's still a fairly active roguelike development community based around the newsgroup rec.games.roguelike.development.

    Every year there's a competition to design a new roguelike in 7 days. The 2009 competition just ended with some cool entries, including Jacob's Matrix - a bizarre mathematical roguelike.

    See the results at: http://roguebasin.roguelikedevelopment.org/index.php?title=7DRL_Contest_2009

  28. Obligatory nethack limerick by Anonymous Coward · · Score: 0

    There once was a girl with a 'f'
    who always followed the '@'
    They went over the '.'
    then through a '+'
    and now they must fight a 'r'

    via http://www.ohesso.com/essays/essay016.htm

  29. The Best Early Rogue Player in the World by harlows_monkeys · · Score: 4, Interesting

    The first version of Rogue that was widely circulated became quite a time sink for a lot of people at Caltech. This version was considerably harder than subsequent versions. It was extremely rare for anyone to actually win the game, by getting down deep, getting the Amulet of Yendor, and making it out alive.

    One undergraduate, however, had no trouble beating it. Within a couple days of his starting playing, he had all the spots on the top score list, and all of them were total winners.

    He then stopped playing, except when anyone else dared to take a spot on the top score list. Then he'd come to computing center, sit down, and 30 minutes later, the interloper would be pushed off the list.

    Naturally, we all wondered how the hell this guy was so much better than the rest of us (and, based on what our contacts at other schools told us, better than anyone at their schools, too). He didn't do anything to hide when playing--he didn't play in an office with a private terminal. He played right out in the main terminal room, where anyone who wanted could stand behind and watch.

    As far as anyone could see, he didn't do anything significantly different than the rest of us, other than he died a lot less than we did.

    Finally, he told us the secret, and we all learned an important lesson. There was no big secret--he just made every little decision correctly. For example, if he had to explore a dark room, he did it in the minimum number of steps necessary. The rest of us would use the "run until you hit something" funciton and sweep the room, which made us step on more locations, which made us have a higher chance of springing a trap.

    Traps usually weren't fatal. They just put you down a few hit points for a little while. But in that little while, a monster that he would barely survive, we would barely lose to.

    After he got the Amulet and was on the way up, he would only step on locations he'd already stepped on while descending, and so he NEVER sprang a trap on the way up.

    He knew the odds of everything (based on observation while playing, not based on looking at the code), and would use potions or scrolls at the time when they had the maximum expected utility.

    He did this for EVERY decision point in the game. He made the decision that, based on all the data available at the time, was the best decision.

    None of the things I listed above, or any of the other things he did perfectly that the rest of us only did 99% perfectly would make a noticeable difference by themselves. But put them all together, and all our tiny mistakes added up to losing for us, and the lack of any mistakes added up to winning for him.

    1. Re:The Best Early Rogue Player in the World by The_mad_linguist · · Score: 1

      >There was no big secret--he just made every little decision correctly.

      Of course! Savescumming!

  30. Everything and the kitchen sink by lymond01 · · Score: 1

    What appealed to me about Nethack/Rogue was the sheer number of things you can do. The first time I was granted a wish (I don't recall how...a fountain? A ring?), for fun I put in "Mjolnir". And, unbelievably, I was given the Hammer of Thor (I did ask for Excalibur once but I wasn't worthy enough to wield it). And with things like polymorphing your dog into a red dragon to defend you, or deflecting basilisk stares, you just got the sense this little ascii adventure game probably DID have everything because it didn't waste time with graphics.

    That being said, my initial time with the original Everquest was similar. I remember being level 4 or 5 and chatting with my friend and his group that was already 6 or 7. They were going to come get me at the city gates. "Oh, you know what, we'll just send the Bard to get you, it'll be faster." And I was genuinely surprised when the Bard came racing up with a speed song, grouped with me, and we took off at 5 times the running rate I was used to. And the coolest thing was that not everyone could do this (until, of course, the potion of the wolf came out). "Balance" did not mean "similarity". You weren't all massively muscled, sword-wielding, wizards. Every class was different.

    And then there was the time my 40th level friend was questing (I was level 20 or so). He had to go through a hole in the ice, swim into an underwater cavern, beat up some creature, take its loot, and get back. He dove in, and I could sort of see him swimming under the ice but as he got deeper I lost him. I waited, watching his health bar drop as, somewhere, he was fighting. "Got it!" he told me. And I waited, but then his health started to REALLY drop. "What's up?" "Underwater breathing spell ran out and I can't find the hole in the ice!" So I cast what meagre healing spells I could (I was a paladin) and he made it with about 10 of his 1000+ hit points to spare. But it was stuff like that where EQ shined over Dark Ages of Camelot and other MMOs. Not sure how WoW is in the "That can happen?!" field.

    1. Re:Everything and the kitchen sink by topnob · · Score: 1

      daoc was(is?) the best all others were boring for me.... never lasted more than a few weeks with others, stayed playing for a few years with daoc! :D

  31. don't forget spelunky by tyroney · · Score: 1

    It's the 2d platformer of roguelikes. Here's a video of gameplay. Just google the rest. http://www.youtube.com/watch?v=NJPIFKSkuT8

  32. Cheating... by Brandybuck · · Score: 1

    Anyone here win rogue *without* cheating? By cheating, I mean doing funky stuff to restore save files. The best I have ever done strictly by the rules, is to get the Amulet of Yendor, but die of starvation on level 5 on the way back up.

    --
    Don't blame me, I didn't vote for either of them!
    1. Re:Cheating... by ZzzzSleep · · Score: 1

      I haven't played Rogue, but I have managed to ascend multiple characters in nethack without cheating. Does that count?

    2. Re:Cheating... by Brandybuck · · Score: 1

      Doesn't count, because nethack was designed to be winnable. Rogue was designed to be random. There are many tactics one can use in rogue to up the odds of making it through alive, but in the long run you're at the mercy of the random number generator. I've seen high-monster/low-treasure dungeons, no-food dungeons, etc.

      --
      Don't blame me, I didn't vote for either of them!
  33. Rogue is successful because... by roc97007 · · Score: 1

    ...our imaginations will always be better than any virtual world the PC can show us.

    --
    Oliver's law of assumed responsibility: If you're seen fixing it, you will be blamed for breaking it.
  34. Bad grammar by Sybert42 · · Score: 1

    Substitute "yourself" for "you". Do you say "Wash you? No. "Wash yourself".

  35. Re:Co-routines: rogue and compiler by carleton · · Score: 1

    I doubt you'll see this and all, but I'm amused that I read your post (without seeing the poster name) and was wondering if the poster had worked with you.
    Hope all is well, and btw, I'm not the father of a child(1) process.

    Carleton

  36. Re:Co-routines: rogue and compiler by carleton · · Score: 1

    *sigh* ... and by not I of course mean now... stupid single letter changing the whole meaning of the sentence.