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."
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.
... 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.
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.
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.
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!
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.
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