Roguelike game: Difference between revisions
(Created page with "{{stub}} == Introduction == According to [http://en.wikipedia.org/wiki/Roguelike Wikipedia], {{quotation|The roguelike is a sub-genre of role-playing video games, characteri...") |
mNo edit summary |
||
Line 5: | Line 5: | ||
According to [http://en.wikipedia.org/wiki/Roguelike Wikipedia], {{quotation|The roguelike is a sub-genre of role-playing video games, characterized by level randomization and permanent death. [...] The family of roguelike games are based on the video game Rogue, programmed for Unix-based systems in 1980.[1] Rogue was loosely based on the fantasy settings of the tabletop Dungeons & Dragons role-playing games, and cast the player as an adventurer exploring a multi-leveled dungeon that was procedurally generated, where the player fought creatures and gained equipment and treasure. With early computers, the dungeon was represented using ASCII characterization, where each character space on the screen represented a tile, and different symbols corresponded to the player, items, monsters, and the dungeons' wall and floors. Rogue is a turn-based game; in a turn-based game, a player executes one action, such as moving or attacking a monster, after which the game updates all the other elements in the game.}} (retrieved 17:56, 2 December 2013 (CET)). | According to [http://en.wikipedia.org/wiki/Roguelike Wikipedia], {{quotation|The roguelike is a sub-genre of role-playing video games, characterized by level randomization and permanent death. [...] The family of roguelike games are based on the video game Rogue, programmed for Unix-based systems in 1980.[1] Rogue was loosely based on the fantasy settings of the tabletop Dungeons & Dragons role-playing games, and cast the player as an adventurer exploring a multi-leveled dungeon that was procedurally generated, where the player fought creatures and gained equipment and treasure. With early computers, the dungeon was represented using ASCII characterization, where each character space on the screen represented a tile, and different symbols corresponded to the player, items, monsters, and the dungeons' wall and floors. Rogue is a turn-based game; in a turn-based game, a player executes one action, such as moving or attacking a monster, after which the game updates all the other elements in the game.}} (retrieved 17:56, 2 December 2013 (CET)). | ||
== The original Rogue == | == The original Rogue and the definition of roguelike == | ||
=== What is Roguelike ? === | |||
According to the [http://roguebasin.roguelikedevelopment.org/index.php?title=Berlin_Interpretation Berlin Interpretation] article at roguebasin (retrieved nov 2013), {{quotation|a definition of "Roguelike" was created at the International Roguelike Development Conference 2008 [in Berlin] and is the product of a discussion between all who attended. The definition at http://www.roguetemple.com/roguelike-definition/ was used as the starting point for the discussions. Most factors are newly phrased, new factors have been added, some factors have been removed.}}. This ''Berlin interpretation'' identifies nine high value factors and 6 low value factors. | |||
The essential must-have features could be the following: | |||
; Goal | |||
: Kill monsters, grow and find treasures to kill more powerful ones | |||
;Turn-based | |||
: Time stands still and moves on when you move the character or when you perform some other action. For each event (except simple moves), the game gives a short feedback. | |||
; Randomly-generated environments | |||
: Each time you play the world is different and so can be the situations you encounter | |||
;Permanent failure and death | |||
: Games cannot be saved. However items you carried could appear in "graveyards" you encounter in a new game | |||
;Command set | |||
: Have a single, unified command set (no different menus). Some roguelikes don't follow this rule. | |||
; No story line, no linear path. | |||
: There is little plot (except for the general goal that you probably never will reach). This ensures re-playability. In the same way there if no linear path. The player can decide what to do. | |||
; Discover the nature of any items you find | |||
: The nature of items you find (scrolls, potions, etc.) must be identified the first time you find one. Other artifacts (e.g. weapons and armour) can be cursed. | |||
; Grid-based motion | |||
: All objects (terrain, monsters, player) are restricted to a grid. | |||
; Tactical orientation | |||
: Roguelikes are not strategical (like Civilization) or twitch-oriented (like Quake). At each turn, you will have to think but planning can be restricted to survival and gains in a fairly local context. | |||
== Nethack == | == Nethack == | ||
Line 29: | Line 63: | ||
== Bibliography and links == | == Bibliography and links == | ||
=== Important Rogue sites === | |||
* [http://roguebasin.roguelikedevelopment.org/index.php?title=Main_Page RogueBasin], a wiki for roguelike games. | |||
=== Important Wikipedia articles === | === Important Wikipedia articles === | ||
'''Overview and concepts''' | |||
* [http://en.wikipedia.org/wiki/Roguelike Roguelike] (Overview or concepts and history) | |||
* [http://en.wikipedia.org/wiki/Chronology_of_roguelike_video_games Chronology of roguelike video games] | |||
* [http://en.wikipedia.org/wiki/Role-playing_video_game RP video games] (larger context) | |||
'''Major Classic variants''' | |||
* [http://en.wikipedia.org/wiki/Rogue_(video_game) Rogue (video game)] | |||
* [http://en.wikipedia.org/wiki/Hack_(Unix_video_game) Hack (Unix video game)] | |||
* [http://en.wikipedia.org/wiki/Larn_(video_game) Larn (video game)] | |||
* [http://en.wikipedia.org/wiki/Moria_(video_game) Moria (video game)] | |||
'''Major Roguelikes''' | |||
* http://en.wikipedia.org/wiki/Angband_(video_game) Angband (video game)] | |||
* [http://en.wikipedia.org/wiki/NetHack NetHack] | |||
'''Classic games with rogue elements''' | |||
* MUDS | |||
'''Modern games with rogue elements''' | |||
* [http://en.wikipedia.org/wiki/Rogue_Legacy Rogue Legacy] (a platform game, 2013) | |||
* [[http://en.wikipedia.org/wiki/FTL:_Faster_Than_Light FTL: Faster Than Light] | |||
=== Blog and mag articles === | === Blog and mag articles === | ||
=== Rogue === | |||
* [http://www.1up.com/features/essential-50-rogue Roguish Charm] at 1Up.com (not dated) | |||
=== Nethack === | === Nethack === | ||
Line 39: | Line 105: | ||
* [http://www.nethack.org/v330/Guidebook.html Nethack player’s guide] by Eric S. Raymond. | * [http://www.nethack.org/v330/Guidebook.html Nethack player’s guide] by Eric S. Raymond. | ||
* [http://www.cryptonomicon.com/beginning.html In the Beginning was the Command Line] by Neal Stephenson. | * [http://www.cryptonomicon.com/beginning.html In the Beginning was the Command Line] by Neal Stephenson. | ||
* [http://pc.gamespy.com/pc/ftl-faster-than-light/1227287p1.html Rise Of The Roguelikes: A Genre Evolves], by Tom Hatfield, GameSpy, 2013. | |||
[[Category:Computer games]] | [[Category:Computer games]] |
Revision as of 18:46, 2 December 2013
Introduction
According to Wikipedia, “The roguelike is a sub-genre of role-playing video games, characterized by level randomization and permanent death. [...] The family of roguelike games are based on the video game Rogue, programmed for Unix-based systems in 1980.[1] Rogue was loosely based on the fantasy settings of the tabletop Dungeons & Dragons role-playing games, and cast the player as an adventurer exploring a multi-leveled dungeon that was procedurally generated, where the player fought creatures and gained equipment and treasure. With early computers, the dungeon was represented using ASCII characterization, where each character space on the screen represented a tile, and different symbols corresponded to the player, items, monsters, and the dungeons' wall and floors. Rogue is a turn-based game; in a turn-based game, a player executes one action, such as moving or attacking a monster, after which the game updates all the other elements in the game.” (retrieved 17:56, 2 December 2013 (CET)).
The original Rogue and the definition of roguelike
What is Roguelike ?
According to the Berlin Interpretation article at roguebasin (retrieved nov 2013), “a definition of "Roguelike" was created at the International Roguelike Development Conference 2008 [in Berlin] and is the product of a discussion between all who attended. The definition at http://www.roguetemple.com/roguelike-definition/ was used as the starting point for the discussions. Most factors are newly phrased, new factors have been added, some factors have been removed.”. This Berlin interpretation identifies nine high value factors and 6 low value factors.
The essential must-have features could be the following:
- Goal
- Kill monsters, grow and find treasures to kill more powerful ones
- Turn-based
- Time stands still and moves on when you move the character or when you perform some other action. For each event (except simple moves), the game gives a short feedback.
- Randomly-generated environments
- Each time you play the world is different and so can be the situations you encounter
- Permanent failure and death
- Games cannot be saved. However items you carried could appear in "graveyards" you encounter in a new game
- Command set
- Have a single, unified command set (no different menus). Some roguelikes don't follow this rule.
- No story line, no linear path.
- There is little plot (except for the general goal that you probably never will reach). This ensures re-playability. In the same way there if no linear path. The player can decide what to do.
- Discover the nature of any items you find
- The nature of items you find (scrolls, potions, etc.) must be identified the first time you find one. Other artifacts (e.g. weapons and armour) can be cursed.
- Grid-based motion
- All objects (terrain, monsters, player) are restricted to a grid.
- Tactical orientation
- Roguelikes are not strategical (like Civilization) or twitch-oriented (like Quake). At each turn, you will have to think but planning can be restricted to survival and gains in a fairly local context.
Nethack
Nethack was originally released in 1987. As of Nov 2013, the latest revision is 3.4.3 and was released on Dec 2003.
According to [ Lev Grossman] (Time), “Nethack is the most celebrated member of the ancient and honorable family of games descended from Rogue [...] The character classes alone give you a sense of the game’s depth: you can play as an archeologist, a barbarian, a caveman, a knight, a samurai, a valkyrie, a tourist, or half a dozen other options. Nethack is a demanding game — its difficulty and quirkiness have kept it a cult phenomenon — but it’s more compelling than most of the chip-melting, big-budget graphical RPGs being released now.”
Rogues game links
Online
- JavaRogue. Original Rogue running as Java applet. No registration needed, but Java must be installed on your computer.
Critique
Nethack is often hailed as one of the best video games ever, e.g. in Time Magazine's ALL-TIME 100 Video Games (2012).
Download
- Nethack homepage. Includes downloads and manuals.
Bibliography and links
Important Rogue sites
- RogueBasin, a wiki for roguelike games.
Important Wikipedia articles
Overview and concepts
- Roguelike (Overview or concepts and history)
- Chronology of roguelike video games
- RP video games (larger context)
Major Classic variants
Major Roguelikes
- http://en.wikipedia.org/wiki/Angband_(video_game) Angband (video game)]
- NetHack
Classic games with rogue elements
- MUDS
Modern games with rogue elements
- Rogue Legacy (a platform game, 2013)
- [FTL: Faster Than Light
Blog and mag articles
Rogue
- Roguish Charm at 1Up.com (not dated)
Nethack
- The best game ever, by Wagner James Au, Jan 27 2000, Salon.
- Nethack player’s guide by Eric S. Raymond.
- In the Beginning was the Command Line by Neal Stephenson.
- Rise Of The Roguelikes: A Genre Evolves, by Tom Hatfield, GameSpy, 2013.