Roguelikes: the Misnamed Genre
ZorbaTHut writes "I've been playing a lot of Dungeon Crawl: Stone Soup lately. It's a great example of a roguelike (and open source, too). But I can't stop thinking that perhaps 'roguelike' is the wrong term for the genre. 'Roguelikes aren’t about dungeons. They’re not about text-based graphics, or random artifacts, or permadeath. ... Roguelikes are about using an unpredictable toolkit with complex interactions in order to overcome unpredictable challenges.'"
So vi and emacs are roguelike?
"Roguelike" means "like Rogue", no more and no less. There's no need to try to seek some deeper meaning in there. If the game has top-down view, intricate RPG-like stats, but mostly consists of slaying things rather than heavy NPC interaction and advanced storyline, it's a roguelike. All of these are necessary components - e.g. Stonekeep is not a roguelike, because it's first-person.
As for the "new" definition in TFS/TFA, it's so vague as to be meaningless. Heck, it's broad enough to match contraption games (like Crazy Machines).
Its a dupe from an earlier submission that was not deemed fit to become a story
http://games.slashdot.org/submission/1543364/Roguelikes-The-Misnamed-Genre
So its actually someone writing a story and then spamming the slashdot submission to get it in here.
Sadly it's not better then the last time this sad story was submitted - can it please die - don't comment please.
Just saying it like it are.
I know it is a joke, but the connection is there. The original rogue is vi-like, adopting the cursor keys of vi.