A History of Rogue 240
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."
Still... (Score:3, Informative)
Re:Modern version (Score:5, Informative)
While this isn't answering your question, I'd like to point out my favourite Nethack interface:
http://glhack.sourceforge.net/ [sourceforge.net]
GnomeHack was a very nice version of the game... But the GUI-ness of it (popup windows, scrollbars, etc..) really wasn't to my taste. So I started work on glHack, to make it feel very similiar to the text-terminal version (nice & snappy). but with graphical tiles.
Re:Imagination. (Score:3, Informative)
There is no real adventuring - despite the randomized maps, there's very little to explore (because there's very little to find, except more monsters). There's no discovery - the identify system is token and adds nothing to the game. There's no problem solving (apart from figuring out how to blast a bunch of monsters before they blast you) because there's no depth - your options are a) attack, or b) attack.
If you think Diablo is basically a real-time Rogue-like, then you've misunderstood what is so great about Rogue.
About WOW and a game like rogue (Score:3, Informative)
Along the same lines as Rogue, it is probably one of the reasons for a strategy game I still like Empire. All pieces are the same on both sides and all cities are equal. It is a game of strategy with chance rolled in; that being the frequency of finding cities or the enemy. No gimmicky special powers (read : wtf ) that one side has that the other does not.. no fancy animations to get in the way of what something does.
Simple games can be the best games... I am still waiting for someone to replicate Starflight
As for WOW and weather....
or at least someone on a message board somewhere else did, the weather effects do not affect NPCs nor their property because they have the weather effects slider set to off. Spells are not affected because their "magic". mmmmkay?
Re:Imagination. (Score:2, Informative)
Re:Imagination. (Score:3, Informative)
One word: "Performance"
Unlike many current games, you didn't need to have a special system to play rogue. It would practically run on an abacus (or at least a TI-80). No matter how slow your system, that little guy would still run like a demon.
Except for those fucking ants. I hated those ants. Rooms full of ants. Multiplying ants.
Re:Modern version (Score:5, Informative)
Anyway a lot of neat little tweaks were made to the formula without messing up the core game: new equipment and magic, some animations, secret characters (that have unique abilities and starting equipment), and an online leaderboard to compete with dungeon crawlers all over the world.
Come by my website http://www.chronosoft.com/ [chronosoft.com] to see a video and check out the forums and leaderboards.
Re:Imagination. (Score:3, Informative)
Re:Multiplayer (Score:2, Informative)
Re:Rogomatic (Score:2, Informative)
Re:About WOW and a game like rogue (Score:2, Informative)
Simple games can be the best games... I am still waiting for someone to replicate Starflight
Have you tried The Ur-Quan Masters [sourceforge.net]?
However, I'd hesitate to call Starflight or Rogue "simple". Many of these games have quite a lot of depth compared to the FPS of the week.
Re:Imagination. (Score:2, Informative)
Re:Imagination. (Score:4, Informative)
There was a multiplayer 'rogue' like game at the time 'nethack' came out. I can't remember the name, but it was like a multiplayer ASCII version of 'rogue' where people could collect wands and gold while traveling through a maze. The ultimate
goal was to find the "Teluma of Rodney" and escape the maze. Players were rendered as diamonds or eyeballs. There were monster characters, "The Others" that were AI controlled with the number depending on level.
Having other people to compete against did change the dynamics of the game as people would form teams to find the quest item and act as bodyguards for each other, rather than simply "yourself vs. the rest of the game world".
Re:Multiplayer (Score:1, Informative)
Try this: http://www.mangband.org/