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[41747]
Zorba the Hutt ([userinfo_v]zorbathut) wrote,
2011-04-25 16:47:00
Zorba the Hutt
[userinfo_v]zorbathut
2011-04-25 16:47:00
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Roguelikes: The Misnamed Genre
Recently, I've been playing a game called Dungeon Crawl: Stone Soup.
You should play it. It's good.
DCSS is a game about searching a dungeon for a magical McGuffin named
The Orb of Zot. You choose a species and a background, get starter
gear, and delve into the furthest depths of the unmapped, unexplored,
randomly generated, extremely dangerous dungeon complex. There are
about a dozen major areas in the world, including The Hive, The
Shoals, The Abyss, and Hell itself, plus a large number of minor
areas like the Ecumenical Temple and Erinya's Garden, many of which
may or may not even exist. Along the way you'll find magical armor,
scrolls, wands, and potions, none of which are identified. Putting on
an unidentified ring could result in the discovery of a +5 Ring of
Slaying (really goddamn good), it could result in "well, now you're
wearing a ring, and you still don't know what it does", or it could
result in discovering you've just donned a Cursed Ring of Hunger and
you're about to starve to death if you can't get rid of it
immediately.
Death, in DCSS, is a major event. When you die, that's it. You're
done. That character is deleted. There are no save points, there is
no reloading. Want to run full speed through the Hall of Blades just
to find out what happens? What happens is that you get chopped to
bits by the magical weapons filling the Hall of Blades and now you
have to start over.
[ljORNtCiXg0x1zuC8gl1U9BMHGbPzTJWaZaNhrbsLoGp06Wkl_ItxV9Xb8C7UDXN2i0szLxA5TULWYX3nsQSZlEkcHMbC6IgeL7byZTCaaqRbGXrYb6i1Opf66wsKvOIx-2ru_wzdlD-kMZNB]
DCSS isn't a unique game. It is, however, possibly the most modern
example of its genre, known as Roguelikes. The original game Rogue
was released way back in 1980, sporting a text-based interface,
randomized items, a randomized dungeon, and permadeath. Rogue
inspired a similar game called Hack, which, itself, inspired a game
called Nethack, a game notable enough that it occasionally displaces
Rogue as the name of the genre. A few years later Angband was
developed, then Linley's Dungeon Crawl, which was abandoned and
eventually resurrected as Dungeon Crawl: Stone Soup . . . sporting a
text-based interface, randomized items, a randomized dungeon, and
permadeath.
Those are the big names, at least. The Roguelike genre is very
conducive to small projects. Its text-based "graphics" mean that any
game developer can write up a little Roguelike of their very own, and
the code behind Roguelikes tend to be simple to start with, albeit
complicated to continue. There are easily a dozen major Roguelikes
still in production, with dozens or perhaps hundreds that have been
abandoned over the years. They all follow approximately the same
formula: you choose a species and a background, you enter a
randomly-generated dungeon with text-based art, you travel deep into
the earth, using random unidentified magical items to survive until
you find a magical relic which you cart back up to the surface and
you win.
Except . . . they don't all follow that formula. They almost do. But
not quite.
[ljORNtCiXg0x1zuC8gl1U9BMHGbPzTJWaZaNhrbsLoGp06Wkl_ItxV9Xb8C7UDXN2i0szLxA5TULWYX3nsQSZnAfz1]
DCSS, for example, has a graphical mode. Not the prettiest graphics
in the world. But it's graphics. So that kind of breaks the formula.
And while it's not mandatory to use, DCSS has a Tower Defense mode
known as Zot Defense, and a canned hand-made dungeon mode known as
Dungeon Sprint. Which aren't really Roguelikes, because they're not
about finding that magical relic in a randomly generated dungeon. But
they sort of are, because they use all the same items and monsters
and behaviors.
There's also Desktop Dungeons, which breaks the formula further. Most
Roguelikes take many hours to beat, even if you know what you're
doing. Desktop Dungeons takes about fifteen minutes per run. And it's
got graphics - in fact, it has mandatory graphics. And sound. And
there's no such thing as a cursed or unidentified item. But it's
still a Roguelike. Sort of.
And there's Dwarf Fortress, which . . . well, it's got ASCII art. And
randomly generated levels. That's all normal. But instead of
controlling an adventurer, you control an entire town of dwarves,
mining out a civilization into a cliff side or a convenient hill (or
the frozen tundra, if you're looking for a challenge). And you're not
trying to find a magical artifact. You're just trying to survive. Or
maybe you're trying to make the world's largest elephant combat pit.
Or maybe you're trying to build a digital computer out of pipes and
gears and dwarves. It's not really a Roguelike. But it's within a
stone's throw.
100 Rogues is an iPhone game, graphics and all. ADOM has a world map
and multiple dungeons. Spelunky is a sidescroller action game. Toejam
and Earl is about a pair of aliens repairing a crash-landed spaceship
in order to go back home. There are so many exceptions, so many
alternatives, so many branches, so many cases where people can't
decide if a game is a roguelike or not, that I can only come to one
conclusion:
The term "Roguelike" is not a well-defined term.
[ljORNtCiXg0x1zuC8gl1U9BMHGbPzTJWaZaNhrbsLoGp06Wkl_ItxV9Xb8C7UDXN2i0szLxA5TULWYX3nsQSZjGIl0]
We've been trying to define "Roguelikes" based on what the game
includes. Deep dungeons, random levels, cursed artifacts. But
non-game genres aren't define that way. Imagine trying to divvy up
movie genres based on their components. This movie has a car, so it
must be a car movie. No, but wait, it has guns also! It must be a
guns movie! No, actually, it's "The Godfather", and it's a drama
movie. Or maybe it's a crime movie, or a thriller, or even a Mafia
movie. But it contains cars and guns, and it's about drama and the
Mafia.
Roguelikes aren't about dungeons. They're not about text-based
graphics, or random artifacts, or permadeath.
Roguelikes are about complexity.
Roguelikes are about handing you a set of pieces. Roguelikes say,
hey, these simple parts, when put together in this fashion, will have
this obvious effect. And then they hand you more pieces, and you get
to figure out the best way to combine those pieces.
Roguelikes are about using an unpredictable toolkit with complex
interactions in order to overcome unpredictable challenges.
For example, there's an item in DCSS known as the Scroll of
Immolation. When you read it, it blows up in your hands. Sounds kind
of crappy, right? Now let's imagine you're wearing a bunch of fire
resist gear, and you're in the Ice Dungeon, and you're being swarmed
by a bunch of small ice critters. Read scroll, scroll blows up,
you're immune, monsters aren't. Of course, this isn't the kind of
thing you can plan for. You might not have that scroll. Chances are
good you won't have a bunch of fire resist gear in the Ice Cave. And
you're more likely to be attacked by a few big monsters than swarmed
by small monsters. So what I've just described is not likely to be
useful.
But DCSS contains dozens, if not hundreds, if not thousands of tricks
you can use, and in any serious game you'll be close to death many
times. If you can't find a good trick to survive, you'll die. The way
to beat a Roguelike isn't to memorize all the tricks, it's to learn
how to come up with ideas on the fly.
In Dwarf Fortress, your game will depend partially on what natural
resources are available, and in what quantities. You can't always
determine this early on in the game. You might reach the mid-game and
run out of iron. Whoops. Time to find more iron, or learn to do
without. In Desktop Dungeons, you never know quite which monsters
you'll run into, which deities will be available, which spells and
items you can get ahold of. These aren't traditional Roguelike games,
but the core mechanic, the critical part that makes them feel
Roguelikey, is preserved perfectly.
[ljORNtCiXg0x1zuC8gl1U9BMHGbPzTJWaZaNhrbsLoGp06Wkl_ItxV9Xb8C7UDXN2i0szLxA5TULWY]
Once we acknowledge this potential new definition of Roguelikes, we
start seeing it crop up in surprising places. Civilization 5 has a
military that relies on finding certain important resources in order
to build the best units. If you're lucky enough to find a lot of
them, you might change your strategy to lean towards military
conquest. If you find few of them, you might take a more defensive
position, or use units that don't require iron or horses. Dominions
3, an excellent but obscure multiplayer turn-based strategy, is
thoroughly laced with this - finding an important magical site, or a
powerful recruitable independent mage, can change your entire
long-term strategy if you're clever enough to recognize it. And
here's the most unlikely comparison you'll hear in a while - Super
Smash Bros Brawl multiplayer is like a Roguelike! A lot of the
multiplayer strategy is seeing special items quickly and coming up
with a good way to use them, or seeing what's being used against you
and learning how to counter it. Compare a SSBB Pokeball and an
unidentified Nethack potion or scroll. Unpredictable toolkit,
unpredictable challenges.
And of course, Nieuwe Aarde, the game I've been putting more work
into, is intended to be a Roguelike by this definition. I've been
putting a ton of thought into how to make it more Roguelikeish -
right now it frankly does a very bad job of being a Roguelike - and I
think I have good ideas. Once I have the time, you'll be seeing more
on this front.
There's only one problem. The word "Roguelike" is already taken. And
the people who make Roguelikes would probably be a bit peeved by my
claim that Super Smash Bros Brawl is a Roguelike. And worst of all,
Rogue itself only has this property to a limited extent - there
aren't many items, there aren't many abilities, there aren't multiple
races or multiple character classes. So I think it's time to coin a
new term . . . but I've had no luck coming up with a good term. My
best option so far is "Highly Emergent Games", which sounds like a
phrase you'd hear coming out of Zynga. Not ideal.
[ljORNtCiXg0x1zuC8gl1U9BMHGbPzTJWaZaNhrbsLoGp06Wkl_ItxV9Xb8C7UDXN2i0szLxA5TULWYX3nsQSZtu6qC]
________ are about using an unpredictable toolkit with complex
interactions in order to overcome unpredictable challenges.
I've defined a new genre of game. What do you think it should be
called?
[ljORNtCiXg]
Tags: design, nieuwe aarde
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