[HN Gopher] Going Rogue
       ___________________________________________________________________
        
       Going Rogue
        
       Author : doppp
       Score  : 116 points
       Date   : 2023-07-07 15:48 UTC (7 hours ago)
        
 (HTM) web link (www.filfre.net)
 (TXT) w3m dump (www.filfre.net)
        
       | ourmandave wrote:
       | _Next time, we'll learn how one of the most popular of all the
       | slick commercial games of the late 1990s grew out of this odd
       | little corner of hackerdom..._
       | 
       | I wonder what game he's talking about. Have to circle back
       | sometime or subscribe to their RSS feed.
        
         | acheron wrote:
         | (It's Diablo.)
        
         | mtsr wrote:
         | Diablo, I guess.
         | 
         | It's got quite clear rogue influences.
        
           | talloaktrees wrote:
           | at the time when Diablo came out it was clear it was a
           | polished, graphical version of Nethack
        
       | troft wrote:
       | [dead]
        
       | omgmajk wrote:
       | Very very intriguing. Always liked roguelikes and now I might
       | have a nethack addiction.
        
         | kjs3 wrote:
         | There is no cure.
        
       | the_af wrote:
       | Very interesting read.
       | 
       | I didn't expect to also end up reading about the Digital
       | Antiquarian's take on Mao's Cultural Revolution, but I simply
       | _had_ to follow his link in the opening paragraphs of this
       | article.
        
       | sfink wrote:
       | Great article, but it did give me the "an elephant is like a
       | rope" feeling--it seems like it's one person's idiosyncratic
       | perspective, some of which I agree with and some I disagree with,
       | and there isn't really much justification for changing my mind
       | about the parts where we differ.
       | 
       | A couple of specific things that jumped out at me, as someone who
       | lived through this (and got hooked for varying amounts of time on
       | several roguelikes and roguelites):
       | 
       | I strongly disagree that today's world has the _best_ of open
       | source  & proprietary. (Also, omitting any mention of Free
       | software is a little odd.) We do have a mix, but it's neither the
       | best nor the worst to be had. The proprietary mindset has
       | infected the "programmers with free time" community, to the
       | extent that one reason why you don't see ambitious user-facing
       | projects is because the profit motive has drained away enough
       | energy and talent that the engine of open source development just
       | kind of sputters along until things start to risk taking off, at
       | which point someone will come up with an idea for monetization.
       | And monetization kills the "true" open source spirit dead.
       | 
       | On a related note, pointing fingers at open source games for
       | lackluster design and poor user centric thinking is a little
       | ironic, given that _the exact same thing_ ails today 's
       | commercial game scene. Loot boxes and more subtle forms of the
       | same thing have largely destroyed the freedom and original
       | thinking that used to create interestingly novel experiences. We
       | had a period where the indie scene carried that torch, but it has
       | now been subverted in much the same way as the open source scene.
       | 
       | There are plenty of individuals or small groups out there who
       | still have the fire, but it seems like getting any traction
       | (whether by growing a community or gaining users/players) brings
       | those people in too close of contact with the poisonous influence
       | of profit or fame or whatever, and it takes a strong character
       | and quite a bit of privilege to resist those influences.
       | Temptation is everywhere.
        
         | Archelaos wrote:
         | > The proprietary mindset has infected the "programmers with
         | free time" community ...
         | 
         | I don't know whether there is a difference between today and
         | twenty something years ago. Anyway, as long as one has not
         | enough money to live on passive income, time is money. So one
         | has to somehow monetize on one's one time and skill. This is
         | not poisonous. Earning money is just a matter of life, because
         | one needs money to live from (or someone else has to pay the
         | bills).
         | 
         | I had a quite popular open source project about two decades
         | ago. A lot of people used it (there were more than 300 people
         | on the projects mailing list alone), and many of them also for
         | commercial purposes. There was an option to donate to the
         | project; but when I remember it correctly, I recieved only a
         | single donation in all the years. However, I considered my open
         | source work as a kind of quid pro quo for all the free software
         | I use. But when the project ended, I had no motivation to
         | invest any more time in another open source project, because I
         | considered my "debt" repaid and moved on to other kinds of
         | social engagement.
        
           | sfink wrote:
           | Having been involved in at least some degree over that
           | period, yes there is a large difference. Not a simple one;
           | there are both good and bad differences. (I would guess that
           | the raw amount of open source code produced today is rather
           | larger, for example.)
           | 
           | > So one has to somehow monetize on one's one time and skill.
           | This is not poisonous.
           | 
           | It is not poisonous in general. I get paid for programming,
           | and don't have a problem with others getting paid for
           | programming. But the "monetize all the things" mindset is
           | indeed poisonous to the original heart of the open source
           | community, where people are motivated by the desire to share
           | and are making decisions that are consciously aligned with
           | growing the strength and health of this open source
           | community.
           | 
           | They can coexist, but there is tension and cannibalization
           | between them[1]. It's more of an ecosystem. Two populations
           | are living side by side with blurred edges between them. Some
           | rate of defections from one to the other. An environment that
           | encourages one and not the other can hugely alter the size
           | and health of one of the populations, and that's what we've
           | seen happen: many aspects of the environment have shifted to
           | encourage the profit-driven crowd, to the point where the
           | share and share alike crowd are looking anemic. It's not
           | about one being good and the other bad, it's more like an
           | invasive species lowering biodiversity and making all of us
           | worse off.
           | 
           | Think of it as value creation vs value capture, if that works
           | better for you. My claim is that the community has swung too
           | far in the value capture direction. Most work these days that
           | looks like the older model is actually being funded by
           | massive value-capturing organizations; they're just capturing
           | the value from somewhere else. I applaud such contributions,
           | but don't pretend that they're passion projects of civic-
           | minded individuals anymore.
           | 
           | I'm not going to look down on someone who works for money.
           | It's not a bad thing to do, and there are good reasons why
           | they might even want to do things differently but cannot.
           | It's just that they're not part of the particular community I
           | care about, and I am interested in the health of _that_
           | community.
           | 
           | [1] Ok, monetization generally cannibalizes open source and
           | not the other way around.
        
         | handwarmers wrote:
         | The criticism of open source software the author presented is a
         | lot more nuanced, and I for one agree with it. Even long before
         | loot boxes etc, the overwhelming majority of "original thinking
         | that used to create interestingly novel experiences" in gaming
         | did not originate from the OSS community.
         | 
         | It is a completely different story when it comes to non-gaming
         | software though.
        
       | chubot wrote:
       | [on open source] _As for the ideas they introduced into the
       | public discourse: they were real, valid, and in many ways
       | incredibly valuable, but in the end they would be woven into the
       | fabric of existing corporate-software production practices rather
       | than burning down the old ways wholesale._
       | 
       | Ouch
       | 
       |  _For rigid ideology seldom makes a good fit with the real world;
       | pragmatically mixed national economies, for example, succeed
       | vastly better than dogmatically capitalist or communist ones._
       | 
       | Agree with this too, you need diversity in ideas / ideology
        
       | flyinghamster wrote:
       | A nice read, and it was nice to learn the back story of rogue.
       | One slight correction: PLATO was at the University of Illinois
       | (Urbana-Champaign), not Chicago. I think there were some
       | terminals at UIC, but not U _of_ C.
       | 
       | There was another rogue clone that I remember grabbing from
       | Usenet back in the day, by Tim Stoehr. It was intended to be as
       | direct a clone as possible (nethack was already a thing by thing
       | by then). I implemented hand grenades in my long-lost copy.
       | 
       | https://www.roguebasin.com/index.php?title=Rogue_Clone
       | 
       | Unfortunately, link rot has set in. Only the Sourceforge link
       | still works:
       | 
       | https://rogueclone.sourceforge.net/
       | 
       | It seems to be a DOS/Windows port.
        
         | arp242 wrote:
         | It just so happens I did some work on "rogue clone" a few weeks
         | ago - this will run on most modern systems (AFAIK) and has a
         | few convenience enhancements: https://github.com/arp242/rogue-
         | clone
        
       | lordfrito wrote:
       | Brings back fond memories of stumbling across moria on some unix
       | system I was using when I was an intern for the Air Force back in
       | 91 or so. There's something about that style of gameplay that
       | immediately draws you in (that is, if you're the type that "gets"
       | it).
       | 
       | Also, filfre.net is a treasure.
        
       | NoZebra120vClip wrote:
       | I was a save-scummer. I played Nethack locally, and save-scumming
       | was the only way that I could make meaningful progress beyond the
       | noob levels. Yeah, I knew all the spoilers by heart, I knew the
       | secrets, I had access to the rumors and the Wiki, but I had some
       | bad habits that led to YASD every time, such as hoarding
       | everything in inventory, melee attacks when ranged would be
       | better, not making much use of spells or magic, and I would often
       | forget that I was carrying a particular item that would be
       | perfect for a particular situation, so I'd die with it still
       | unused.
       | 
       | So save-scumming was my solution. Sometimes I played in Wizard
       | mode, but I enjoyed save-scumming immensely, and it allowed me to
       | get quite far, especially to the Castle and drawbridge level, and
       | even sometimes down to Gehennom.
       | 
       | I did reach the Astral Plane a few times, but I never actually
       | ascended as far as I can recall, but frankly, after the Castle
       | level, the game gets kind of boring and unfair for me. I never
       | liked the Wizard's harrassment as you climb back up the dungeon,
       | level by level. Also all the curses really got me down. Save-
       | scumming can really only take you so far if you're not an expert
       | at planning and execution too.
       | 
       | I quit playing Nethack entirely a few years ago. I have moral
       | objections to worshipping false gods, even if it's "just a game".
       | But I bow to the genius of the Developers Who Think of
       | Everything, especially Ken Arromdee, who's played the same
       | MUDs/MUCKs as me, and is also an occasional Wikipedia editor.
        
         | runesofdoom wrote:
         | Curses can be addressed by: 1) blessing everything that matters
         | before you start your ascension 2) carrying inventory in an
         | oilskin sack (which will work fine while cursed, and protect
         | items inside it from being cursed) 3) carrying holy water
         | and/or scrolls of remove curse 4) knowing the remove curse
         | spell 5) certain Artifacts and armor will reduce the effect of
         | curses on your inventory 6) carrying a lot of lightweight junk
         | as a curse "buffer" so that curses will have a lower chance of
         | hitting something critical 7) wielding Magicbane, that blocks
         | 95% of curses.
         | 
         | A lot of this is really just, as mentioned, time spent on
         | planning and execution.
        
       | Enk1du wrote:
       | Nethack was promoted to me as a good way to learn how to cursor
       | around in vi (hjkl keys)
       | 
       | I always played the Tourist and managed to get all the way to
       | Level 3 after I learned how to use the +3 Nikon effectively.
       | Everyone knew who the ghost belonged to as well.
        
       | pmontra wrote:
       | In proud to say that I graduated in CS in the 90s despite
       | countless hours of Nethack. I never ascended though.
        
       | dopu wrote:
       | Have been really enjoying Brogue lately. Besides the difficult,
       | turn-based gameplay (decision making is more cerebral than
       | reactive), I think ASCII graphics are part of what makes these
       | games so enrapturing. Our brains are incredible at constructing
       | rich narratives from limited information.
        
         | colinflane wrote:
         | Brogue is genuinely beautiful. I know pure roguelikes should be
         | white ascii on black, but it's incredible what a little color
         | can do. And the way it handles dynamic events in its
         | environments. Really makes the cave "biome" come alive.
        
           | djur wrote:
           | Even the original Rogue had color and graphical tiles as soon
           | as it was ported to systems that supported them. I'm sure
           | there are people out there who think "true" roguelikes have
           | to be monochrome but I'm lucky to never have met them.
        
       | somat wrote:
       | For me the funnest way to play nethack was with a copy of the
       | source nearby. It's cheating of course, but it is the fun sort of
       | cheating. I always thought of it like being a monk or wizard,
       | journeying forth armed with the hidden secrets of the world.
       | 
       | I never did beat the game, but My most memorable experience was
       | once when I was messing around in wizard mode(a sort
       | debug/creative mode to try things out in) and summoned a high
       | level demon for grins and giggles, which promptly killed me. I
       | did not think much of it at the time. but nethack, when you die,
       | writes a bones file with what you had on what level and what
       | killed you. it normally lets you find what killed you and a
       | chance to get your stuff back. But now my nethack install is
       | tainted with Juiblex, the faceless evil, on dungeon level level
       | 2. I probable could have fixed it but it made the game hilarious,
       | every play through containing a mad dash through level 2 and
       | fervent usually unanswered prayers that the infernal thing would
       | not follow you to the next level.
        
         | epiccoleman wrote:
         | I watched an extremely cool talk in college where a professor
         | showed off some of the functionality of gdb by hooking it up to
         | a running copy of Nethack and using it for various cheating. It
         | was a bit over my head at the time but still felt pretty
         | magical.
        
         | flyinghamster wrote:
         | In my opinion, source diving and using spoilers aren't
         | cheating, if only because the games are so thoroughly
         | randomized. You can know everything about your inventory, but
         | one misstep and you're toast. Any ascension is as much a matter
         | of luck as it is of skill.
         | 
         | > Juiblex, the faceless evil, on dungeon level level 2.
         | 
         | LOL! Wands of polymorph can result in interesting monsters
         | showing up in early-level bones files. Nothing like waltzing
         | down to level 3 and getting digested by a purple worm named
         | Spud...
        
           | LexiMax wrote:
           | > Any ascension is as much a matter of luck as it is of
           | skill.
           | 
           | Is it? Admittedly, I've only fooled around with NetHack
           | occasionally, but from observing good players it was my
           | impression that with encyclopedic knowledge of the game,
           | ascending can be done pretty consistently, barring some
           | _incredibly_ unlucky happenstance or attention-related
           | carelessness.
        
           | moomin wrote:
           | When I was a student, a lot of people played on one guy's
           | machine. I got lucky with a polymorph trap and by dog became
           | a Xorn. Inevitably I died and that bones file became the
           | absolute bane of the other player's existence.
           | 
           | Someone finally beat it and then, of course, conscripted me
           | to spend the next half hour trying to remember what exactly
           | I'd dropped.
        
           | Tuna-Fish wrote:
           | > Any ascension is as much a matter of luck as it is of
           | skill.
           | 
           | There are people who can consistently ascend on nearly every
           | run, if they pick a favorable class.
           | 
           | It requires extremely careful play and encyclopedic knowledge
           | of all the little tricks to avoid danger. There are a lot of
           | them in the game, and so long as you remember that the game
           | is turn-based and that so long as you are careful, you can
           | almost always just leave if things look hairy.
        
             | runesofdoom wrote:
             | <raises hand>
             | 
             | I played Nethack a lot during school. The only obstacles to
             | ascending any character were my free time, patience,
             | ability to stay focused, and occassionally the unfavorable
             | early-game RNG.
        
       | jmclnx wrote:
       | As a rogue addict, nice read. But rogue is a gateway drug to the
       | nethacks :)
       | 
       | * ssh nethack@alt.org
       | 
       | * ssh nethack@hf
       | 
       | * ssh play@server.gnollhack.com
       | 
       | * ssh slashem@slashem.me
        
         | anthk wrote:
         | Ditto, I play Slashem daily. My deepest level it's been 13 or
         | 17, but I won't surrender. Also, IF games and csokoban games.
        
           | lelandfe wrote:
           | Since it's a hard google: Interactive Fiction
        
         | nineplay wrote:
         | This is all I need, I'm already trying to break my Larn
         | addiction. (/s)
        
           | denton-scratch wrote:
           | I liked Larn (and Omega). I wasted many hours on Larn.
           | 
           | Author didn't go into the fact that some of these games
           | arrived with PCs; AFAIK there was never a Unix version of
           | Larn.
        
             | m463 wrote:
             | I thought larn was unix-only
             | 
             | EDIT: https://en.wikipedia.org/wiki/Larn_(video_game)
             | 
             | (I think I recall playing larn because it was one of the
             | roguelikes available on unix)
        
               | nineplay wrote:
               | Whatever you do, don't visit https://larn.org. You'll
               | never get that time back
        
             | pinewurst wrote:
             | That's not at all true. I played Larn on an Ultrix VAX 8600
             | circa 1987.
        
               | denton-scratch wrote:
               | My wrong. It was written for Unix.
               | 
               | Well, I guess there's something funny with the license;
               | it's not packaged for Debian, and I can't remember a time
               | when it was.
        
               | djur wrote:
               | Larn has a noncommercial license, so it's nonfree by
               | Debian standards.
        
               | anthk wrote:
               | I think Larn had a free clone called ularn.
        
         | tux3 wrote:
         | (hf here is hardfought.org)
        
         | guestbest wrote:
         | Why not just connect to a MUD?
        
           | hfkwer wrote:
           | That's a completely different kind of game. Roguelikes are
           | single-player games, MUDs are multiplayer games. Roguelikes
           | usually feature permadeath, MUDs rarely do. It's the
           | difference between an RPG and a MMORPG.
        
             | anthk wrote:
             | Also Nethack offers a turn based top down gameplay
             | simulated with ASCII chars, MUDs are real time or almost
             | real time based with a wall of text and prompt based, like
             | a text adventure.
        
               | guessbest wrote:
               | I don't think anyone plays MUDs with plain telnet. Just
               | use a client with an automapper like tintin++
        
               | anthk wrote:
               | Or kbtin.
        
           | tnecniv wrote:
           | On top of what others have said, the advantage to using one
           | of these remote versions (besides removing the need for a
           | local install), is that they often provide support for
           | arcade-style features like leaderboards and the ability to
           | watch other players games either live or as replays.
        
         | kibwen wrote:
         | Newcomers to old-school roguelikes may find Dungeon Crawl Stone
         | Soup more accessible as an entry point to the genre, which can
         | be played in a graphical interface in your web browser via
         | https://crawl.develz.org/play.htm or via classic SSH interface
         | at joshua@crawl.akrasiac.org (password "joshua").
        
           | awayto wrote:
           | You can install it locally as well and play in your terminal.
           | 
           | https://crawl.develz.org/download.htm#linux
        
           | adamrezich wrote:
           | I've been playing DCSS super casually, on-and-off, for well
           | over a decade now, and the last time I checked in, it felt
           | like they've perhaps sanded _too many_ of the sharp edges
           | off. I _enjoyed_ the hunger system. butchering creatures into
           | chunks for my kobold to eat was fun. throwing potions was
           | cool. the identification minigame was good classic roguelike
           | fun, and cursed equipment was fun. I could go on and on.
           | 
           | I understand that they have to keep updating it to keep it
           | fresh for long-time super-experienced players, but it's like
           | an entirely different game now, compared to the one I first
           | played years and years ago.
        
             | kibwen wrote:
             | The online servers for DCSS often host old versions if
             | you'd prefer to play those; crawl.akrasiac.org hosts
             | versions back through 0.11 (released in 2012). Given that
             | it's so easy to play old versions, I'm happy that the devs
             | are open to toy with getting rid of sacred cows in the new
             | versions.
             | 
             | Also, item identification still exists, even if everything
             | else you mentioned has been changed in some way. :P
        
               | adamrezich wrote:
               | identification is still a thing, but iirc cursed items
               | aren't a thing anymore?
               | 
               | but yeah, it's nice to be able to go back and play older
               | versions, but at this point I don't even know which
               | version I would like to play. I'm fine with playing trunk
               | here and there, it's just interesting to see a long-term
               | project like this gradually shift focus over time.
               | 
               | I just liked playing as a kobold berserker, a
               | cannibalistic little bastard tooling around a dungeon,
               | getting into trouble, killing stuff and chopping it into
               | chunks to eat, and occasionally being rewarded by my
               | blood god.
        
           | anthk wrote:
           | DCSS is more combat oriented, Nethack/Slashem about thinking
           | out of the box and doing crazy stuff to survive in critical
           | places/situations.
        
       | cptroot wrote:
       | That was a nice read! I would have loved to take a brief dip into
       | the less hardcore rogue-lite scene that sprung up, but that might
       | have doubled the length again.
        
         | StrictDabbler wrote:
         | It's a surprisingly late place for this in Filfre's overall
         | story.
         | 
         | So much of the early Filfre content was Zork focused, and
         | Zork's Coconut of Quendor is such a direct nod to the Amulet of
         | Yendor, that I would have expected this entry very early on in
         | the Digital Antiquarian.
         | 
         | I am interested to see what narrative threads lead him to hold
         | this subject for such a late exposition.
        
           | djur wrote:
           | It's the setup for discussing Diablo.
        
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       (page generated 2023-07-07 23:01 UTC)