Rogueism

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Its like rockism....

BUT FOR RPGs

Emphasis on anything but crappy Japanese pedophilic doe-eyed anime otaku crap!

- anti save game trendencies
- permadeath
- etc

Jonothong Williamsmang (ex machina), Saturday, 8 October 2005 19:44 (nineteen years ago)

Is that like people who don't like Secret of Evermore because it's not a "normal" rpg and treats RPG conventions irreverently?

the pr00de abides (pr00de), Saturday, 8 October 2005 20:20 (nineteen years ago)

NO.

Jonothong Williamsmang (ex machina), Saturday, 8 October 2005 20:28 (nineteen years ago)

What do you think of Final Fantasy Tactics?

Laura H. (laurah), Saturday, 8 October 2005 20:34 (nineteen years ago)

Oh, okay.

the pr00de abides (pr00de), Saturday, 8 October 2005 20:34 (nineteen years ago)

xpost

the pr00de abides (pr00de), Saturday, 8 October 2005 20:34 (nineteen years ago)

http://www.ambogiochi.it/images/mag_edge_115_b.jpg

Andrew Farrell (afarrell), Saturday, 8 October 2005 21:16 (nineteen years ago)

http://db.gamefaqs.com/console/psx/file/final_fantasy_vii_llniiena.txt

Andrew Farrell (afarrell), Saturday, 8 October 2005 21:17 (nineteen years ago)

I think you meant This

This is kinda similar

The faggoty manga people thing is still in full effect, however

TOMBOT, Monday, 10 October 2005 17:51 (nineteen years ago)

Yeah, so what's the rogueist take on Final Fantasy Tactics, Jon? Or have you not played it as you have not played most recent FF games (despite the firm stance you have taken against them as a ROGUEIST)?

Laura H. (laurah), Monday, 10 October 2005 17:57 (nineteen years ago)

FINAL FANTASY TACTICS IS NOT AN RPG

Jonothong Williamsmang (ex machina), Monday, 10 October 2005 18:39 (nineteen years ago)

That's a bold statement. Wikipedia calls it a "Tactical RPG" and other places I've seen it called a "Strategy RPG" or "Turn-Based Strategy RPG." Have you played it?

Laura H. (laurah), Monday, 10 October 2005 18:53 (nineteen years ago)

Tactical RPGs

Laura H. (laurah), Monday, 10 October 2005 19:14 (nineteen years ago)

FF Tactics doesn't even have exploration elements right? I like Heroes of Might and Magic though.

Jonothong Williamsmang (ex machina), Monday, 10 October 2005 19:39 (nineteen years ago)

The fungus hits! You die....
the gnome takes all of your possessions. F@G

Dan I. (Dan I.), Monday, 10 October 2005 20:21 (nineteen years ago)

oof in retrospect i'm really sorry about that

Dan I. (Dan I.), Monday, 10 October 2005 20:23 (nineteen years ago)

oh yesss I have a non-homophobic one:

The shrieker shrieks!
The rust monster hits! Your boots rust.
The rust monster hits! Your boots rust further.
The rust monster hits! Your boots are completely rusty.
The Olog-hai wields a glaive. The Olog-hai hits!
You die...

F@RT

Dan I. (Dan I.), Monday, 10 October 2005 20:45 (nineteen years ago)

somebody stop me, seriously

Dan I. (Dan I.), Monday, 10 October 2005 20:45 (nineteen years ago)

xxxxpost
No, not the kind of exploration that you're used to from other FF games. Most things are happening on an isometric grid, and the routes between regions/towns are predesignated. There are undoubtedly a lot of strategy elements, but I don't feel that it can be categorized as a straight up strategy game. The "doe-eyed" SD character design, the class/job system, and the aesthetic/visuals all scream Square RPG to me.

Laura H. (laurah), Monday, 10 October 2005 20:54 (nineteen years ago)

They all scream Square maybe but I don't think any of those things make it an RPG. I mean, god help us if class/job systems are what make things rpgs. (Tedium = role playing! maybe you are on to something actually!)

Dan I. (Dan I.), Monday, 10 October 2005 20:56 (nineteen years ago)

This is certainly the thread for that line of thinking.

Also, it's not like the other FF games haven't had turn based fighting systems and strategy elements. And there's a strong emphasis on plot in FFT, developing and playing the roles of characters in an intricate story. Is the isometric grid alone enough to make it a strategy game? I don't think so, especially when the aesthetic is so clearly RPG oriented. but I'd be curious to hear what other people think.

Laura H. (laurah), Monday, 10 October 2005 21:15 (nineteen years ago)

Final Fantasy Tactics is a role-playing game. I am playing an emulator version just now, feels like a role-playing game. exploration and systems of combat are important in defining role-playing games fr sure but not definitive.

What Laura H said... Plot, characters/story levelling up, job classes, random quests and jobs you can take to get rewards and experience. It is much closer to final fantasy games and rpg's in general than strategy games like romance of the three kingdoms or rome total war, i am unsure of any strategy game it is like tho it has some elements from strategy games. Strategy-RPG is a good definition i guess although surely all rpg's or pretty much all games need 'strategy'.

Final Fantasy X and X-II got rid of the world map for linear location to location travelling which gets rid of a lot of exploration, still exploration of dungeons and towns but no world. Azure dreams only has one town and one dungeon but it's still an rpg.

jeffrey (johnson), Monday, 10 October 2005 21:59 (nineteen years ago)

Later final fantasy games are movies. You just hit A enough to get to the cut scenes! Then MEANINGFUL EVENTS happen between the doe eyed walking clichés!

Jonothong Williamsmang (ex machina), Monday, 10 October 2005 22:30 (nineteen years ago)

yeah, from what little i've seen of it, i think FFT is still an actual RPG, only without the whizbang overblown presentation of the usual FF title...

kingfish superman ice cream (kingfish 2.0), Monday, 10 October 2005 22:31 (nineteen years ago)

xpost
I don't feel this is true at all. You have never played these games, so are you just operating on your impressions from various commercials?

Laura H. (laurah), Monday, 10 October 2005 22:44 (nineteen years ago)

http://www.ffartwork.com/

Jonothong Williamsmang (ex machina), Monday, 10 October 2005 23:15 (nineteen years ago)

http://www.ffartwork.com/7015aerithrevenge6wv.jpg

OUR HOUSEHOLD

Jonothong Williamsmang (ex machina), Monday, 10 October 2005 23:15 (nineteen years ago)

When your blood sugar is low it is more like this:

http://www.squareamp.com/features/gallery/Group/sephiroth_Aeris.jpg

Laura H. (laurah), Monday, 10 October 2005 23:34 (nineteen years ago)

I like the newer final fantasy's, they are hardly as good as the earlier ones or a lot of other rpg's but they are still enjoyable, just not as much. Too much plot and cut-scenes etc. relative to exploration and actually playing is true but it's hardly Dragon's Lair.

Those pictures are the funny.

jeffrey (johnson), Tuesday, 11 October 2005 16:35 (nineteen years ago)

The dude in that picture really looks like JW!

Gravel Puzzleworth (Gregory Henry), Tuesday, 11 October 2005 17:16 (nineteen years ago)

http://img.photobucket.com/albums/v605/madfapper/fuckyouuu.gif

Jonothong Williamsmang (ex machina), Tuesday, 11 October 2005 17:20 (nineteen years ago)

I gave up on Final Fantasy when I got to the one with the dude who talked like a surfer and wore half-jams.

People sick of the press-A-til-you-get-a-CGI nonsense should play Atelier Iris for the PS2. It's totally big eyed otaku shit but fairly deep with next to no cutscenes and decently fun random encounters.

adam (adam), Tuesday, 11 October 2005 17:28 (nineteen years ago)

Can you repost that picture where the guy says "po-tay-toes"?

(Isn't rogueism kinda maybe about difficulty? So FFT but not FF, which is 'easier'?)

Gravel Puzzleworth (Gregory Henry), Tuesday, 11 October 2005 17:29 (nineteen years ago)

difficulty has a lot to do with it! nethack etc are like open ended sierra games sometimes

Jonothong Williamsmang (ex machina), Tuesday, 11 October 2005 17:47 (nineteen years ago)

I find the FFs from VII onwards unbearably boring. Square have reduced the games to levelling up and pointlessly complicated fighting systems. I guess they're still RPGs in some sense, but not ones I want to play.

Don King of the Mountain (noodle vague), Tuesday, 11 October 2005 18:07 (nineteen years ago)

It's funny you say that, because in Sierra games you need to save pretty much every 5 seconds, which I believe runs counter to the anti-save principles of rogueism!
xpost

Laura H. (laurah), Tuesday, 11 October 2005 18:21 (nineteen years ago)

I still say that couples who're into cosplay will (eventually) fuck whilst still in costume. It's like furries, only with less plushy action. But with more props.

I gave up on Final Fantasy when I got to the one with the dude who talked like a surfer and wore half-jams.

FYI: voiced by John DiMaggio, who also did Bender from Futurama and Smiling Jack in VTM: Bloodlines.

kingfish superman ice cream (kingfish 2.0), Tuesday, 11 October 2005 18:26 (nineteen years ago)

Yea, in Nethack you just DIE.

Jonothong Williamsmang (ex machina), Tuesday, 11 October 2005 19:09 (nineteen years ago)

One of the most commonly cited (and most amusing) stupid ways to die is to wield a cockatrice corpse while burdened, then fall down a staircase and land on one's own cockatrice corpse.

Jonothong Williamsmang (ex machina), Wednesday, 12 October 2005 21:04 (nineteen years ago)

I can't believe you didn't love Space Quest! It had the best and most diverse deaths.

Laura H. (laurah), Wednesday, 12 October 2005 22:19 (nineteen years ago)

yeah, but Sierra was a BITCH about deaths. try to, die. try not to, die.

kingfish superman ice cream (kingfish 2.0), Wednesday, 12 October 2005 23:32 (nineteen years ago)

I like Sierra Games bro

Jonothong Williamsmang (ex machina), Thursday, 13 October 2005 02:11 (nineteen years ago)

i liked most of them, too. the death thing was shitty, tho

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 03:15 (nineteen years ago)

I don't know why there's not more love for Space Quest particularly. Those games own.

Laura H. (laurah), Thursday, 13 October 2005 04:12 (nineteen years ago)

except for their horrid titular puns

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 04:41 (nineteen years ago)

SQ never made any claims to high art! It was delightfully low and silly and fun.

Laura H. (laurah), Thursday, 13 October 2005 05:42 (nineteen years ago)

Dearie, they were going to call SQ5/SQ6: "Where in Corpsman Sandiego is Roger Wilco?"

some rubicons are better off not crossed.

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 05:46 (nineteen years ago)

No one who liked Space Quest would say that!

Laura H. (laurah), Thursday, 13 October 2005 05:50 (nineteen years ago)

And it was Corpsman Santiago.

Laura H. (laurah), Thursday, 13 October 2005 05:51 (nineteen years ago)

I spend 3 days trying to get SQ3 by staying up late at night and d/ling disk by disk over a 2400 modem 15 years ago. My space quest cred is unquestionable. UNQUESTIONABLE, i tell you!

with that said, Sierra games always lagged Lucasarts.

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 06:07 (nineteen years ago)

spent, rather

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 06:07 (nineteen years ago)

The fact remains that you do not like titular puns nor Astro Chicken! J'accuse!

Laura H. (laurah), Thursday, 13 October 2005 06:11 (nineteen years ago)

Sierra did it first.

Jonothong Williamsmang (ex machina), Thursday, 13 October 2005 06:12 (nineteen years ago)

say, did anybody actually PLAY the console-based LSL game that game out last year?

xpost

no, i do not like HORRID titular puns! we all have our own pun threashold, past which men fear to tread against an insanity not achievable without truly comprehending in full the awesome pervese nature of a Cthulhu-like being.

okay, maybe i've had too many beers tonight...

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 06:13 (nineteen years ago)

Of course they were horrid! That was the joke. Puns are only bad when people sincerely believe that they are funny.

Laura H. (laurah), Thursday, 13 October 2005 06:23 (nineteen years ago)

Sierra Games are not Rogueist at all.

100% linear, strategy guide publisher's wet dream, and highly dependent on graphics quality for the experience.

FREQUENT DEATH does not a roguelike make

TOMBOT, Thursday, 13 October 2005 12:50 (nineteen years ago)

Reblestar Tactical Command looks to be very Rogueist with its line-of-sight feature at least

Portable systems are perfect for rogueist gaming, anyway. Why not more randomly generated maps with hundreds of weird creatures for the GBA/DS?

TOMBOT, Thursday, 13 October 2005 20:03 (nineteen years ago)

I don't think I understand rogueism.

Jordan (Jordan), Thursday, 13 October 2005 20:06 (nineteen years ago)

Rogueism hates stupid, easy fun, preferring austere, complex "fun" that can go horribly bad on you at any moment.

I think rogueism also does not accept level grind, instead, you just go hunting for more and better equipment and figure out better ways to use it.

TOMBOT, Thursday, 13 October 2005 20:15 (nineteen years ago)

Is Resident Evil rogueist? Is Dragon Warrior?

Jordan (Jordan), Thursday, 13 October 2005 20:25 (nineteen years ago)

is Dragon Warrior hardcore or twee?

http://bastardpenguins.com/shtml/pics/dragonwarrior/slime.gif

He wants a hug!

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 20:39 (nineteen years ago)

Dude, that ain't no green slime, he'll fuck you up.

Jordan (Jordan), Thursday, 13 October 2005 20:41 (nineteen years ago)

CONSOLE RPGS ARE NOT ROGUELIKE EXCEPT FOR THAT AWFUL DIRECTIONLESS SNES GAME DRAKKEN OR WHATEVER

Jonothong Williamsmang (ex machina), Thursday, 13 October 2005 20:46 (nineteen years ago)

http://img.photobucket.com/albums/v418/PavingMAntis/02.jpg

you control the game with his dangly bits

http://img.photobucket.com/albums/v418/PavingMAntis/01.jpg

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 20:47 (nineteen years ago)

ghosts with HATS!

we got some HATS now, muthafuckas!

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 20:50 (nineteen years ago)

So is there an actual contingent of rogueists out there? Jon and Tom, are YOU rogueists?

Jordan (Jordan), Thursday, 13 October 2005 20:52 (nineteen years ago)

hey, i just realized that the blue slime controller has a full nintendo-style D-pad, instead of the usual shitty thing that PS2 controllers have. Dreamcast had the same thing. When did Nintendo lose their patent on that, anyway? 1999?

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 20:56 (nineteen years ago)

Rogueism hates stupid, easy fun, preferring austere, complex "fun" that can go horribly bad on you at any moment.

"Rogueism" as described above doesn't necessarily equal complexity so much as difficulty. Things can be really, really difficult (and frustrating) without being very in depth (Ever played Ghosts N Goblins?). Also, lots of later RPGs were very complex and sophisticated (Materia? Conditional turn-based battle systems?). I'm not saying they were always good in every instance, but they weren't EASY--it's not like you sat around mashing buttons between cutscenes as some people who have never played them imply. Strategy is indispensible in any truly "fun" RPG.

Also, I think level grind is inevitable in RPGs, at least to some extent. 2D RPGs were not immune to this either, though perhaps it is a matter of degree. Wandering around "hunting for more and better equipment" sounds a lot like grind to me, at least when you spend long enough doing it.

Laura H. (laurah), Thursday, 13 October 2005 21:10 (nineteen years ago)

2D RPGs were not immune to this either, though perhaps it is a matter of degree. Wandering around "hunting for more and better equipment" sounds a lot like grind to me, at least when you spend long enough doing it.

yup. soooo many memories of doing this even back in the Ultima days.

i wonder when Lord British is actually going to back a decent american game again, anyway...

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 21:19 (nineteen years ago)

speaking of rogues & rpgs, did anybody play Divine Divinity? i'm just about to re-install it, having never gotten around to playing it the first time...

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 23:48 (nineteen years ago)

The complicated sophisticated combat system in the later Final Fantasies was bollocks though because you didn't need to use it. For all the Materia manipulation you can still usually select the main attack and win whatever battle you're in, that's what makes the extra complication extra stoopid.

The Blunnet Boy Wonder (noodle vague), Friday, 14 October 2005 00:00 (nineteen years ago)

i think jon is confusing rougelike with nethack, which is its own funny crazy thing.

i mean moria was pretty straightforward.

Sterling Clover (s_clover), Friday, 14 October 2005 03:26 (nineteen years ago)

Oh shit does anyone remember the PSP game Tobal #1!? I never really played it but my friend did and it had this "adventure" mode that was very rogue-like, with randomly generated dungeons and items that you could collect and (I think) leveling up and stuff (it was more rogue-like than I'm capable of making it sound). It really convinced me that a rogue-like platformer was a viable and potentially awesome idea.

Dan I. (Dan I.), Friday, 14 October 2005 04:18 (nineteen years ago)

oh I see I forgot to mention that (if you're not familiar with it) Tobal was primarily a fighting game, which is what made that adventure mode particularly cool.

Dan I. (Dan I.), Friday, 14 October 2005 04:19 (nineteen years ago)

actually maybe it was "quest mode"

Dan I. (Dan I.), Friday, 14 October 2005 04:19 (nineteen years ago)

Shit, now that I think about it I guess the more obvious analogue would be Diablo. Why hasn't Diablo been mentioned on this thread yet? I haven't played it for more than an hour, but it seemed very rogue-like to me. It wasn't turn-based and didn't have permadeath (did it?), but other than that it really reminded me of rogue type games.

Dan I. (Dan I.), Friday, 14 October 2005 05:17 (nineteen years ago)

i think Diablo was more a mix of something like Crusader and Gauntlet

kingfish neopolitan sundae (kingfish 2.0), Friday, 14 October 2005 05:20 (nineteen years ago)

I definitely see that, but Diablo (from what I gathered) seemed to be very inventory-oriented, and I've often thought while playing Nethack (assuming Nethack is representative of all rogue-like games in this respect) that the game is way, way more about inventory than anything else. You gotta get your artifact weapon of choice (or that +3 silver sabre), cloak of magic resistance, amulet of reflection, grey dragon scale mail, ascension kit, etc etc. Inventory becomes much more important in allowing you to progress through the game than leveling up or anything, and it seems like Diablo was a lot like that.

I would say the depth with which rogue-like games (again, specifically Nethack) leverage the inventory aspect is much more a part of the identity of the category than anti save game trendencies or permadeath (which are both really the same thing, aren't they?). Sure this is true to some extent of all RPGs of any sort, but while many console RPGs for example assign each character a specific weapon and armor type which have very clear-cut levels of quality (rainbow blade is better than steel is better than copper), and arrive at relatively pre-defined points during the course of the game (you start with the wood sword and never get the steel sword before getting the copper one), the player of a rogue-like game has to develop a deeper understanding of their inventory relative to a lot of other game factors. Part of playing the game is learning not only which armors grant you a better AC, but balancing that against the weight of the armor, special resistances, tendency to rust, stuff like that; and this is true for every single type of item in the game!
(really though, I don't know why we have to talk about "rogue-like". It seems to me that no other rogue-like game comes within leagues of Nethack in any aspect. It's just better than all the rest.)

Dan I. (Dan I.), Friday, 14 October 2005 06:02 (nineteen years ago)

I take it back! Inventory is really only one specific instance of the randomness of this sort of game! In enemies, in inventory, in geography, what makes a game rogue-like is how fun it is to solve new and unique problems within a world with its own expansive and rigorous game logic.

Dan I. (Dan I.), Friday, 14 October 2005 06:08 (nineteen years ago)

I think the Diablo creators were comopletely open about the Nethack debt! (D2 even had a 'hardcore' mode that was permadeath btw) (permadeath pvp action wtf!)

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 13:15 (nineteen years ago)


(really though, I don't know why we have to talk about "rogue-like". It seems to me that no other rogue-like game comes within leagues of Nethack in any aspect. It's just better than all the rest.)

I think Zangband is good and some of the nethack clones are also.

Jonothong Williamsmang (ex machina), Friday, 14 October 2005 13:24 (nineteen years ago)

I think roguism (and yeah re: Jordan I do kinda think myself as a sort-of roguist) isn't quite so much about difficulty per se as about gemlike-hard purity of idea, often resulting in difficulty, frustration, "anti-fun tendencies"...

The most roguist thing I have ever seen isn't Nethack at all, but rather this faq for a now-abandoned MMORPG - check out the answers to the pvp, spawning and gods questions!

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 13:25 (nineteen years ago)

I mean the idea of a camp of mobs that reproduce sexually so but that a concerted player effort could permanently eradicate them thus making the area safe for town-building or they might actually need to organize their own conservation efforts if they wanted them alive etc etc seems a perfect embodiment of that "treating you like a grownup" that roguist games seek to promise over 'fun', for me.

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 13:30 (nineteen years ago)

This thread is useful!

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 13:30 (nineteen years ago)

Wandering around "hunting for more and better equipment" sounds a lot like grind to me, at least when you spend long enough doing it.

Kinda like Metroid, then, HUH.

Diablo and games like Fire Emblem or FF:Tactics are 100% linear or very nearly so - is extensive exploration really required to be rogueist? I can't figure it out because the linearity of Sierra adventure games really ticks me off, but the games above don't. The Baldur's Gate game I played through on PS2 was totally linear and pretty difficult at times, especially some of the "puzzles."

I'm not sure if I appreciate sheer difficulty as being Rogueist, though. I think perhaps the difference should lie in the puzzle solving. Dragon Warrior games are completely Non-Rogueist because seriously people it's nothing but level grind and a-button mashing. Earthbound/Mother is probably the exception. Diablo vs. Dragon Warrior, though - wtf is the difference besides realtime combat?

I'm way too fuckin' ontological for my own good.

TOMBOT, Friday, 14 October 2005 13:32 (nineteen years ago)

Diablo vs. Dragon Warrior, though - wtf is the difference besides realtime combat?

I think Dan's point about inventory weighage-up vs copper->steel->rainbow stuff is useful here but like Diablo is hardly the paragon of roguishness anyway! Linearity seems like kinda a red herring to me, I mean both extreme linearity and extreme non-linearity strike me as potentially positive values, in rogueism...

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 16:02 (nineteen years ago)

Also another big difference is that a lot (I'm pretty sure most!) of Diablo got played online by people who had already finished the single player game so it ended up as very *pure* level-grind, level-grind qua itself, whereas in DW level-grind is "excused" by plot...

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 16:06 (nineteen years ago)

explain me anti-save game tendencies/permadeath... does that just mean save on quit only?

s1ocki (slutsky), Friday, 14 October 2005 16:09 (nineteen years ago)

yes.

Dan I. (Dan I.), Friday, 14 October 2005 16:39 (nineteen years ago)

TOMBOT, otm re: dragon warrior and diablo

Jonothong Williamsmang (ex machina), Friday, 14 October 2005 17:33 (nineteen years ago)

Playing Dragon Warrior and Final Fantasy games often felt like I was solving a really simple system of differential equations rather than actually problem solving.

Jonothong Williamsmang (ex machina), Friday, 14 October 2005 17:34 (nineteen years ago)

I love Real Time Strategy and War Games though. I wish there were better RTS games available for OS X or I could get a working cracked Starcraft :/

Jonothong Williamsmang (ex machina), Friday, 14 October 2005 17:35 (nineteen years ago)

i think the ability for in-game mechanics to yeild surprises is a key element.

do the "perfect run" movies circulating on the net represent rougeism?

Sterling Clover (s_clover), Friday, 14 October 2005 17:36 (nineteen years ago)

xpost same here tombot.

Sterling Clover (s_clover), Friday, 14 October 2005 17:36 (nineteen years ago)

I love Real Time Strategy and War Games though. I wish there were better RTS games available for OS X or I could get a working cracked Starcraft :/

pls tell me if you do!!

s1ocki (slutsky), Friday, 14 October 2005 17:37 (nineteen years ago)

do the "perfect run" movies circulating on the net represent rougeism?

Completely, if they were in fact made in one single take. I'm sure a lot of people take their best times from seperate levels and paste them together into one video as if it were playing through as normal, though I have no proof of this.

melton mowbray (adr), Friday, 14 October 2005 18:01 (nineteen years ago)

Also, has there been any mention upthread of rogueism in other genres of game, not necessarily RPG or adventure? I'm thinking of arcade games, especially those without a life or continue system, like Outrun (which I mentioned in another thread), where if you have one nasty crash and a slow start it's as good as game over.

melton mowbray (adr), Friday, 14 October 2005 18:08 (nineteen years ago)

man I have no idea what you're all talking about!!

and I've read the whole thread... sorry guys

cozen (Cozen), Friday, 14 October 2005 18:11 (nineteen years ago)

Dude, most of those perfect run games are done on emulators with SAVE STATE and possibly time slowing!

Jonothong Williamsmang (ex machina), Friday, 14 October 2005 18:47 (nineteen years ago)

Me neither, Cozen. There were a couple times I thought I had it...but no.

Jordan (Jordan), Friday, 14 October 2005 18:55 (nineteen years ago)

Rogueists are presumably old school. They like games that are complicated and unforgiving, and sometimes not very fun.

Laura H. (laurah), Friday, 14 October 2005 19:12 (nineteen years ago)

I think loads of people are talking about different things :(

For me, both permadeath and 'having to save all the time' are (at least potentially) rogueist bcz they represent rogueist response to the "problem" of "well, people can save, does this not trivialise the challenge of our game"? So one dude says "we shan't let them save!" while another says "right! well, we'll make them save ALL THE TIME THEN, so it is still challenging!". Whereas a non-rogueist response wld be "yes, but they probably won't save all the time, because that is No Fun"...

x-post yep!

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 19:24 (nineteen years ago)

Roguists would prefer there to be more games that are based on ideas that are beautiful. Non-roguists believe that this is anti-fun, and are maybe right.

Both roguists and non-roguists like Katamari, because the idea is simple and good and unsullied, and also it is really fun!

Gravel Puzzleworth (Gregory Henry), Friday, 14 October 2005 19:33 (nineteen years ago)

hahaha i still don't REALLY get it... maybe i need to play some of these games

s1ocki (slutsky), Friday, 14 October 2005 19:47 (nineteen years ago)

xpost
I think that's a really romanticized notion. I don't know how

"- anti save game trendencies
- permadeath
- etc"

necessarily equal "beautiful ideas" or that more modern RPGs do not. I see it as more of a accommodating vs. ascetic binary, or even indulgent fantasy vs. gritty "realism" (e.g. you die, you DIE). There are plenty of games with "beautiful ideas" but also beautiful visual execution of those ideas, which are not "rogueist." In fact, are rogueist games even allowed to be pretty? Anyway, I have to catch a bus now, later.

Laura H. (laurah), Friday, 14 October 2005 21:00 (nineteen years ago)

x-post

yeah I think that's my problem too... I didn't start playing RPGs until like last week, so I got no references

cozen (Cozen), Friday, 14 October 2005 21:50 (nineteen years ago)

I'm confused too. Speed runs sound like the opposite of rougue-like games (or is that what you're trying to say?). Speed runs are premised upon the fact that the player knows every bit of every map and where every enemy will appear, while the whole point of rogue-like games, it seems to me, is that the player generally doesn't know anything about the map or which enemies or items will appear where.

Also where did this idea that playing rogue-like games isn't fun come from!? They're very enjoyable, and not in a masochistic liking-it-because-it's-hard sort of way, but because it is all intricate but makes enough sense w/r/t itself that an accumulated set of knowledge (preferably gained from playing but sometimes from spoilers, I admit) can make one a better player.

Dan I. (Dan I.), Friday, 14 October 2005 23:53 (nineteen years ago)

working cracked Starcraft

Dude you have a job now, I got the whole fuckin' Battle Chest for $19.99 at GameStop!

TOMBOT, Monday, 17 October 2005 14:36 (nineteen years ago)

seriously are you people below the poverty line or something

TOMBOT, Monday, 17 October 2005 14:38 (nineteen years ago)

Dan is getting close to what I'm thinking of.
Let me posit a problem that I think exists with a majority of modern RPGs and "tactical" games, even some that AREN'T turn-based:

If you play the game a second time, nothing changes. You don't have much of a leg up, because the "leg up" you get in the game is entirely how many hours you put in, level grind and cashflow being based on pseudorandom combat encounters in which the primary decision you have to make is the timing of your potion drinking or whatever. Additionally, if you're not even given the option to pick the classes of your characters, or where they stand in a formation, or anything like that, you've REALLY got nothing. This also goes for games where you are given an "illusion of choice" like my experience with Front Mission 4, yeah I can customize the shit out of these mecha, but there's clearly one best configuration for each character since their skill path is fixed and bigger guns are bigger guns, for fuck's sake.

In Rogueist games, even though a game might be turn-based and thus require no application of reflexes, you get a "leg up" from additional knowledge acquired AS A PLAYER, so that right from the start you know how to do things better and know about mistakes you have to avoid besides the "I wandered into a desert full of high-level monsters before finishing the 4-hour level grind session in the imp forest" mistake, because that one's bullshit anyway. Knowing the map and where you get your ass kicked (enabling you to MAKE speed runs) isn't about being given valid choices.

I'm on my second attempt at Fire Emblem for GBA and I've already gotten a very different experience that's a lot less riddled with errors than my first one. FE lets you achieve lots of different solutions to the problems it presents and basically forces you to live with your bad decisions by autosaving after every phase of each turn. It is 95% linear in plot and geography, but by omitting the illusion of choices in that regard it makes room for more complicated options in the field.

That's Rogueist, to me. Having to micromanage my peeps' inventories and try carefully to not get them murder death killed is part of it, but mostly what Dan said about being able to be a "better player" on repeat attempts, besides just knowing the map and story chronology.

TOMBOT, Monday, 17 October 2005 15:10 (nineteen years ago)

That Tombot post is useful and interesting!

Gravel Puzzleworth (Gregory Henry), Monday, 17 October 2005 17:29 (nineteen years ago)

Back to this thread 'cos after weekend and I still think it's really interesting!

Roguists would prefer there to be more games that are based on ideas that are beautiful. Non-roguists believe that this is anti-fun, and are maybe right.

(Laura)
I think that's a really romanticized notion. I don't know how

"- anti save game trendencies
- permadeath
- etc"

necessarily equal "beautiful ideas" or that more modern RPGs do not. I see it as more of a accommodating vs. ascetic binary, or even indulgent fantasy vs. gritty "realism" (e.g. you die, you DIE). There are plenty of games with "beautiful ideas" but also beautiful visual execution of those ideas, which are not "rogueist." In fact, are rogueist games even allowed to be pretty?

Okay, you are right to call me on this, I meant a very specific type of beautiful idea, beautiful is maybe even the wrong word rather than say "pure". An example I can think of is Loom (which is pretty much straight-up LucasArts except instead of inventory manipulation you have to cast "spells" by playing "music" on yr distaff to solve puzzles, you learn more as you go etc). Anyway anyway, Loom has a normal and a hard mode, in the normal mode when spell stuff happens you get coloured lights and the musical letters show up etc so you can be all "oh right that's untangle". But on hard, all you hear is the notes, you have to have music-type pitch-hearing to do it.

Ok so, to be to me this type of "hard mode" is fundamentally different to the hard mode on say Baldur's Gate Dark Alliance where there are just more monsters and they have more hitpoints etc - if both games were released with only hard mode, BADA would be "difficult" whereas Loom would be "rogueist" because the hardness would be an *effect* of a decision to choose pureautiful idea over unfrustrating play...

Gravel Puzzleworth (Gregory Henry), Monday, 17 October 2005 17:45 (nineteen years ago)

And I mean, to me what Tom & Dan are saying abt Nethack is really spot on, I mean Nethack is so so fiercely committed to its own idea of being, like, the ultimate challenge game, all that detail, all that improvement-as-player, all that difficulty, the ascii-ness is just the most obvious sign of that, like "we don't have TIME for this shit AND we wouldn't want it anyway!". Nethack *could* let you save, that would be nice, kind, good, but it would go against that pureautiful idea of Nethack...

Gravel Puzzleworth (Gregory Henry), Monday, 17 October 2005 17:54 (nineteen years ago)

Okokok to digest all this stuff (people are welcome not to read it! I mostly thinking it out for myself):

1) Roguelikes: Roguelikes :: Rock : Rockism (a videogame rockist: Tim Rogers!)

2) In a DROD-style puzzlegame, to alter a puzzle from allowing five wrong moves to allowing three is not rogueist. To alter it from allowing three to allowing one is.

Gravel Puzzleworth (Gregory Henry), Monday, 17 October 2005 18:00 (nineteen years ago)

Haha oops that should be Roguelikes:Rogueism obv!

Also I should sound less like a wanker, throughout.

Gravel Puzzleworth (Gregory Henry), Monday, 17 October 2005 18:11 (nineteen years ago)

I see where you were coming from, Gravel Puzzleworth. Sorry if I got snappy. I had low blood sugar and I was late for a bus.

Your Loom analogy is elegant.

Laura H. (laurah), Monday, 17 October 2005 19:14 (nineteen years ago)

Is rogueism only applicable to RPGs or can it apply to other genres? For really superficial examples, are flying/driving simulators that force you to worry a lot about fuel and wear and tear and collisions more rogueist than, say, WipeOut or something? Is Gran Turismo the Rogueist's driving game? I think it might be!

What about platformers, though. Are there any that even qualify as having roguelike qualities? I remember Clash at Demonhead having a great deal of ridiculous, challenging shit going on, and not letting up for even a minute, but really just being able to choose your own route to the end game a la Mega Man isn't all it takes, is it? It's still the same game over and over, knowing the map is about the only trick you pick up.

TOMBOT, Thursday, 20 October 2005 14:53 (nineteen years ago)

oh dude, totally OTM. Realistic combat flight sims to thread!

Remember in the DOS Red Baron on 5.25" disks the "Realism" settings that would make your plane have all sorts of quirks and shit. Totally!!!!!!

jw (ex machina), Thursday, 20 October 2005 15:23 (nineteen years ago)

Flight games with instrument damage / interference. Flight sims where the display gets fucked up if you pull too many Gs.

jw (ex machina), Thursday, 20 October 2005 15:24 (nineteen years ago)

Yeah but those can be easily confused with superficial "Realist" thingamabobs not necessarily "Rogueist" treat-the-player-like-a-grownup features. Is there any kind of platformer or other action game, non-simulation, that does this kind of crap? FPSs?

TOMBOT, Thursday, 20 October 2005 17:13 (nineteen years ago)

CRATES ARE THE ENEMY OF ROGUEISM

TOMBOT, Thursday, 20 October 2005 17:14 (nineteen years ago)

Hey, I was talking about this like half a thread ago! Didn't mention flight-sims though - OTM.

melton mowbray (adr), Thursday, 20 October 2005 17:34 (nineteen years ago)

There's at least one FPS wherein you get shot once and you die, right? Can't remember off the top of my head which one. One of the WWII ones I think. That's pretty Rogueist. Being able to soak up stupid amounts of punishment is one of the things that irks me about FPSs.

Nöödle Vägue (noodle vague), Thursday, 20 October 2005 19:19 (nineteen years ago)

"America's Army"

TOMBOT, Thursday, 20 October 2005 19:33 (nineteen years ago)

bushido blade?

cozen (Cozen), Thursday, 20 October 2005 19:38 (nineteen years ago)

Thinking about it, an FPS where bullets fucked you up realistically would be awesome.

Nöödle Vägue (noodle vague), Thursday, 20 October 2005 19:46 (nineteen years ago)

America's Army OTM

jw (ex machina), Thursday, 20 October 2005 21:44 (nineteen years ago)

Yeah, America's Army - totally the most roguist FPS. I think Trespasser was going for that sort of thing five or so years ago too, but was way off the money.

melton mowbray (adr), Thursday, 20 October 2005 21:58 (nineteen years ago)

Also Bushido Blade otm!

melton mowbray (adr), Thursday, 20 October 2005 21:59 (nineteen years ago)

Can Rogueism be explained as a preference for simulation-based games over narrative-based games? Does it have anything to do with how fast you can execute a 17 hit combo?

elmo (allocryptic), Friday, 21 October 2005 01:20 (nineteen years ago)

Can Rogueism be explained as a preference for simulation-based games over narrative-based games
It seems like that's where our line of thinking is going, but it just feels so wrong to me! While a certain amount (okay a lot) of inventory shuffling takes place, the game (again, when I'm talking rogue-likes I personally always mean Nethack) feels like a perfect framework for totally free-form narrative. The mechanics of gameplay and the feeling of playing a story are in synch. When you shit your pants and blow a hole in the floor to escape an arch Lich, or light a potion of oil (that was smooth!) and hurl it at a minotaur it feels like you're actually playing a role in some kind of story or narrative. There's none of this twiddly "how can I make my next move the most efficient and perfect execution possible" going on that I associate with simulations.

Dan I. (Dan I.), Friday, 21 October 2005 02:34 (nineteen years ago)

Well not totally free form, obviously, but a dungeon crawler with such a large amount of objects and creatures who all have such a depth of code behind them that there are a seemingly endless amount of situations you can get into (which is why people are always saying "it seems like the dev team thought of everything!").
Simulations I associate with repetition and rehearsal, whereas rogue-likes are all about rewarding a "real" kind of ingenuity and inventiveness. You never think "Hey, I wonder if I can kill this monster in fewer hits this time than I did last time", but you might often think, like, "gee, this crystal ball is heavy, and I'm all out of projectiles; I wonder if I can throw it at that monster?"

Dan I. (Dan I.), Friday, 21 October 2005 02:43 (nineteen years ago)

Preference for own narrative vs someone else's -> FF hatred?

Gravel Puzzleworth (Gregory Henry), Friday, 21 October 2005 02:54 (nineteen years ago)

(sorry you shold probably ignore that, i'm sorta halfheartedly trying to help along a definition of rogueism that isn't actually mine..)

Gravel Puzzleworth (Gregory Henry), Friday, 21 October 2005 02:56 (nineteen years ago)

actually that is maybe worth its own thread.

Gravel Puzzleworth (Gregory Henry), Friday, 21 October 2005 04:59 (nineteen years ago)

repetition and rehearsal, whereas rogue-likes are all about rewarding a "real" kind of ingenuity and inventiveness

This is what I think, too, and I think Rogueism isn't just about simulation being accurate in the confines of a very small set of circumstances, but letting you find lots of different solutions to the problems in the game. Exploring can take lots of different forms, my idea is that some kind of exploration being allowed (and rewarded) is the key. A simulation that beats you about the head with total "realism" in the context of one complex activity doesn't let you explore jack shit. Gran Turismo is all about whatever kind of garageload of ridiculous vehicles you want to build yourself to drive around whatever tracks you please, within the confines defined by gear ratios, tire wear and $$$$, which is why I put it forward.

TOMBOT, Friday, 21 October 2005 16:11 (nineteen years ago)

Drakkhen is amazing. You can't do jack shit in that game, you just watch your characters die.

Curt1s St3ph3ns, Saturday, 22 October 2005 02:11 (nineteen years ago)

Hahahahaha dude in case anybody gives a shit somebody actually played through to the end of Drakken:
http://www.world-of-video-games.com/snes/game_endings/drakken.shtml

TOMBOT, Monday, 24 October 2005 13:38 (nineteen years ago)

see you in Drakken 2

Curt1s St3ph3ns, Monday, 24 October 2005 23:56 (nineteen years ago)

I have the map of Zebes from Super Metroid on my desktop right now, you cannot tell me this shit isn't somehow "rogueist" even though it's a platform shooter.

TOMBOT, Tuesday, 25 October 2005 15:04 (nineteen years ago)

I am playing Bard's Tale!

Gravel Puzzleworth (Gregory Henry), Thursday, 27 October 2005 22:25 (nineteen years ago)

This is crazy! How do I save?? How do I load?

Gravel Puzzleworth (Gregory Henry), Thursday, 27 October 2005 23:28 (nineteen years ago)

thom jesus west (4:48:53 PM): i am naming my next nethack character in yr honor

...

thom jesus west (4:55:14 PM): oh dear. nethack-you just got killed.
thom jesus west (4:55:21 PM): you killed and ate some gnomes first tho.

:[ (Adrian Langston), Friday, 28 October 2005 01:51 (nineteen years ago)

O god this is addictive.

Gravel Puzzleworth (Gregory Henry), Friday, 28 October 2005 18:14 (nineteen years ago)

in what way is the map of zebes rogueist?

I'm not saying it isn't I'm just asking cos I'm not sure I have a clear handle on what rogueism is still but I want to learn

c7n (Cozen), Friday, 28 October 2005 19:27 (nineteen years ago)

Wandering around "hunting for more and better equipment" sounds a lot like grind to me, at least when you spend long enough doing it.

What I though Tom was talking about here is the distinction between, say Kingdom Hearts, where you can wander around the beginning level for two or three days and get to lvl 100 before you start out, and Zelda, where if you don't have the next hot item, no amount of running around hitting things is going to get you past the next dungeon, so get to it! Actually Zelda has an out, it has rupees and things you can buy with them, but before I ever saw it I saw Alundra on the PS2 which was totally hardcore like that, and stunned me when I first realised.

Andrew Farrell (afarrell), Wednesday, 2 November 2005 12:31 (nineteen years ago)

No game made today past a certain level of complexity can impose Rogueishness on its players: there are always Gamefaqs and knowledge stores like Allakhazam.

Players can always impose rogueishness on a game, through speed runs/initial equipment/etc.

This is humans for you, give them something to do and they'll organize and innovate on it.

Andrew Farrell (afarrell), Wednesday, 2 November 2005 12:42 (nineteen years ago)

Actually I may be talking shit there, I was working based on the understanding that speed runs were rogueist.

Andrew Farrell (afarrell), Wednesday, 2 November 2005 12:52 (nineteen years ago)

There would be no way to orchestrate a "speed run" of a truly rogueist game.

TOMBOT, Wednesday, 2 November 2005 21:35 (nineteen years ago)

three weeks pass...
is pokemonism the opposite of rougeism (i.e. between the possibility of "collecting them all" and the forcing of hard choices which result in vast differences on each playthrough and of which none is clearly "superior"?)

Sterling Clover (s_clover), Monday, 28 November 2005 00:25 (nineteen years ago)

POKEMON FUSHIGI NO DUNGEON

zing

TOMBOT, Monday, 28 November 2005 01:28 (nineteen years ago)

i dunno. the whole "randomly generated maps" thing still smacks of the "Lucasfilm Desktop Adventures" shit, where they had crappy Star Wars & Indiana Jones thingies.

Who knows; maybe generation algorithms have improved in 12 years.

kingfish hobo juckie (kingfish 2.0), Monday, 28 November 2005 03:37 (nineteen years ago)

Kingfish, have you played nethack?

Also, has anyone found a better interface for nethack -- isometric or 3d? I'm sick of the awful OS X keybindings....

'you' vs. 'radio gnome invisible 3' FITE (ex machina), Monday, 28 November 2005 15:20 (nineteen years ago)

It's been years, but I've played several different flavors of it. nethack, rogue, and Zangband especially.

kingfish hobo juckie (kingfish 2.0), Monday, 28 November 2005 17:30 (nineteen years ago)

The map generation in nethack leaves a lot to be desired. Why not build way more complex dungeons? Part of me hates automapping/overhead maps FWIW. But totally classic = when ur d00d gets amnesia in nethack.

'you' vs. 'radio gnome invisible 3' FITE (ex machina), Monday, 28 November 2005 18:13 (nineteen years ago)

there's a necessary logic of nethack tho, innit? that stops you pressing "s" a hunderd times looking for the way out - i.e. you only have to press "s" 25 times or so, and then you can give it up. that's not clear; the rhythm of nethack maps is part of what it does, i think i mean/

We Are the Dregs of the Motherfucking Earth (noodle vague), Tuesday, 29 November 2005 03:22 (nineteen years ago)

The Disgaea "Item World" random dungeon generation was great. Only very occasionally did I come across a completely unbeatable and crappy map (ie the exit hovering in space thirty squares from one's characters).

LucasArts Desktop Adventures roffle

adam (adam), Tuesday, 29 November 2005 03:47 (nineteen years ago)

One of the things about Nethack is that they're very careful never to put you in a position where you're totally geographically stuck. After who knows how many hundreds of hours playing, I don't remember ever being put in a position where there wasn't a move I could make, or the path to the next staircase totally blocked (which in a game as open-ended as nethack has all kinds of implications for behind-the-scenes algorithmic stuff, like boulder generation for example). I suspect there might even be internal map rules that change depending on whether you have a pickaxe or wand of digging or not!

Dan I. (Dan I.), Tuesday, 29 November 2005 06:51 (nineteen years ago)

I suspect there might even be internal map rules that change depending on whether you have a pickaxe or wand of digging or not!

I think you can polymorph into burrowing monsters.

'you' vs. 'radio gnome invisible 3' FITE (ex machina), Tuesday, 29 November 2005 15:39 (nineteen years ago)

one month passes...
OH RLY

GET EQUIPPED WITH BUBBLE LEAD (ex machina), Friday, 6 January 2006 21:01 (nineteen years ago)

three years pass...

http://drgamelove.blogspot.com/2009/06/permanent-death-episode-1-inasupicious.html

thomp, Sunday, 5 July 2009 13:30 (sixteen years ago)

three years pass...

is pokemonism the opposite of rougeism (i.e. between the possibility of "collecting them all" and the forcing of hard choices which result in vast differences on each playthrough and of which none is clearly "superior"?)
― Sterling Clover (s_clover), Monday, November 28, 2005 12:25 AM (7 years ago) Bookmark Flag Post Permalink

oh the innocent days before permadeath pokemon was 'a thing'

attempt to look intentionally nerdy, awkward or (thomp), Monday, 7 January 2013 12:08 (twelve years ago)

mainly i revive this thread because there wasn't one for ftl

attempt to look intentionally nerdy, awkward or (thomp), Monday, 7 January 2013 12:08 (twelve years ago)

i have spent like 48 hours playing ftl in the past week

attempt to look intentionally nerdy, awkward or (thomp), Monday, 7 January 2013 12:08 (twelve years ago)

i hate myself

attempt to look intentionally nerdy, awkward or (thomp), Monday, 7 January 2013 12:08 (twelve years ago)

The ROGUE-LIKE Thread

but wait - there's permadeath in pokemon now?

Nhex, Monday, 7 January 2013 13:13 (twelve years ago)

http://bulbapedia.bulbagarden.net/wiki/Nuzlocke_Challenge

not, like, hard-coded or anything

i couldn't find this because i searched for "roguism" and i couldn't find the other one because i searched for "roguelike", next time i am just going to revive my doomrl thread that no one else posted on

attempt to look intentionally nerdy, awkward or (thomp), Monday, 7 January 2013 13:41 (twelve years ago)

so FTL is really well balanced except i. you kind of need a teleporter to beat the last boss ii. as soon as you prioritize getting a teleporter you realise it breaks the whole game

and yet now i've realised that instead of having fun i'm trying to get all the achievements and beat it with all of the ships, no discovery any more, efficient runs only, quit on making a mistake, go to the wiki every time i come across a new event, go videogames

attempt to look intentionally nerdy, awkward or (thomp), Monday, 7 January 2013 13:43 (twelve years ago)

i hate myself

― attempt to look intentionally nerdy, awkward or (thomp), Monday, January 7, 2013 12:08 PM (1 hour ago) Bookmark Flag Post Permalink

attempt to look intentionally nerdy, awkward or (thomp), Monday, 7 January 2013 13:43 (twelve years ago)

let's face it, if you like Rogue-likes, it's kind of a given, dawg (myself included) - it takes a certain amount of stubbornness and self-hatred to enjoy this genre

Nhex, Monday, 7 January 2013 14:36 (twelve years ago)

woo! i beat FTL on normal!!

Mordy, Tuesday, 8 January 2013 03:12 (twelve years ago)

oh huh neat

regular ship or one of the unlocks? i have been starting lots of normal games and rage-quitting when i forget to turn off the artillery beam and blow up a ship with my boarding crew on it by accident

attempt to look intentionally nerdy, awkward or (thomp), Tuesday, 8 January 2013 10:26 (twelve years ago)

with the cruiser obv

attempt to look intentionally nerdy, awkward or (thomp), Tuesday, 8 January 2013 10:26 (twelve years ago)

I think I was only able to unlock like 4 ships.

Still FTL is awesome for having that kinda experience I can run on my work/travel laptop. Saving the universe from an airplane seat!

"It's the Stay-Puft Marshmallow Drunk!" (kingfish), Tuesday, 8 January 2013 13:28 (twelve years ago)

I wasn't aware of this until a week ago, but ADOM ran a successful Indiegogo campaign and is back in development.

friday goodness thank it's (flamboyant goon tie included), Tuesday, 8 January 2013 14:38 (twelve years ago)

let's face it, if you like Rogue-likes, it's kind of a given, dawg (myself included) - it takes a certain amount of stubbornness and self-hatred to enjoy this genre

Maybe? After playing a roguelike for a couple hours stretch I start to lose the sensation that I'm interacting with orcs and dragons and feel instead that I'm surfing a wave of digital information, like a Tetris game you can actually win

friday goodness thank it's (flamboyant goon tie included), Tuesday, 8 January 2013 14:40 (twelve years ago)

i beat it with the type 2 kestral xxxxp

Mordy, Tuesday, 8 January 2013 15:09 (twelve years ago)

basic laser x4! interesting

attempt to look intentionally nerdy, awkward or (thomp), Tuesday, 8 January 2013 17:49 (twelve years ago)

let's face it, if you like Rogue-likes, it's kind of a given, dawg (myself included) - it takes a certain amount of stubbornness and self-hatred to enjoy this genre

Maybe? After playing a roguelike for a couple hours stretch I start to lose the sensation that I'm interacting with orcs and dragons and feel instead that I'm surfing a wave of digital information, like a Tetris game you can actually win

― friday goodness thank it's (flamboyant goon tie included), Tuesday, January 8, 2013 2:40 PM (3 hours ago) Bookmark Flag Post Permalink

mm this is the same point i have got to when i say this:

and yet now i've realised that instead of having fun i'm trying to get all the achievements and beat it with all of the ships, no discovery any more, efficient runs only, quit on making a mistake, go to the wiki every time i come across a new event, go videogames

― attempt to look intentionally nerdy, awkward or (thomp), Monday, January 7, 2013 1:43 PM (Yesterday) Bookmark Flag Post Permalink

there's something about roguelikes that make this transition way more central to the experience than when you play, like, god of war

attempt to look intentionally nerdy, awkward or (thomp), Tuesday, 8 January 2013 17:50 (twelve years ago)

probably that it's 50% preparation and meticulously-gained knowledge and experience through countless deaths, and 50% deluded gambler-rage against random number generation

Nhex, Tuesday, 8 January 2013 17:54 (twelve years ago)

basic laser x4 is OP until around sector 5 imo around which you've really got to upgrade to some ion weapons and/or bombs.

Mordy, Tuesday, 8 January 2013 18:01 (twelve years ago)

ultimately the best way to go about it in my experience is disabled medbays and sending boarding parties. i'm sure there are other successful strategies too but that's worked best for me.

Mordy, Tuesday, 8 January 2013 18:02 (twelve years ago)

i'm still finding a tough balance between exploring enough to get resources and running out of gas / money

Nhex, Tuesday, 8 January 2013 19:16 (twelve years ago)

thom jesus west (4:55:21 PM): you killed and ate some gnomes first tho

once & future (Lamp), Tuesday, 8 January 2013 19:29 (twelve years ago)

i stand by that

attempt to look intentionally nerdy, awkward or (thomp), Tuesday, 8 January 2013 22:37 (twelve years ago)

i have ~oddly vivid~ memories of my nethack-addicted period, normally in remembering videogames i remember what transpires on the screen, nethack i remember that i was listening to the first marnie stern album on a loop basically the entire time and the particular movements of my hands on the keys, or rather how my body felt in space and it felt to be ~interfaced with the machine~

attempt to look intentionally nerdy, awkward or (thomp), Tuesday, 8 January 2013 22:38 (twelve years ago)

that was then and this is now and thats that

once & future (Lamp), Tuesday, 8 January 2013 22:53 (twelve years ago)

a friend of mine saw i'd left my laptop running ftl and she said "whatever that is, it makes me feel very sorry for you"

attempt to look intentionally nerdy, awkward or (thomp), Thursday, 10 January 2013 13:18 (twelve years ago)

haha

Nhex, Thursday, 10 January 2013 14:14 (twelve years ago)

she should feel happy for you. ftl is awesome. i beat it on normal w/ the stealth ship yesterday!

Mordy, Thursday, 10 January 2013 14:29 (twelve years ago)

i finished it on normal with the cruiser |:

attempt to look intentionally nerdy, awkward or (thomp), Friday, 11 January 2013 09:22 (twelve years ago)

one month passes...

woo! beat FTL w/ the Mantis cruiser, unlocked its second form, and I think I've got all the ships unlocked except for the Crystal one.

Mordy, Tuesday, 26 February 2013 21:11 (twelve years ago)

oh man playing w/ the basilisk is so much fun - 4-person teleporter ftw

Mordy, Wednesday, 27 February 2013 01:16 (twelve years ago)

my highest score yet - basilisk w/ 5395 points (also set my personal most ships defeated: 47, most scrap collected: 2406, most combat kills - 88, and most piloted evasions -281)

Mordy, Thursday, 28 February 2013 23:56 (twelve years ago)

:( stop tempting me with this obviously addictive and awesome game

plotzin (flamboyant goon tie included), Friday, 1 March 2013 00:32 (twelve years ago)

there's something about roguelikes that make this transition way more central to the experience than when you play, like, god of war

There's something also odd about people who post some of the FAQs, like "Hey I transformed this interesting game into a joyless grind / an OP faceroll, let me show you how and validate the hours I spent on this!!!".

Which I definitely will do if it's falling into the category of games that I like for the story (so, er, not very many roguelikes - is this one of their defining features, that it's less "the story" than "the stories, that your character would tell in the local inn for years"?) rather than the actual gameplay.

Andrew Farrell, Friday, 1 March 2013 10:28 (twelve years ago)

Andrew I've said here and elsewhere that the specific feeling that Roguelikes create is closer to the experience of playing Tetris. You're manipulating a stream of circumstance into a potential endgame, it's like surfing

plotzin (flamboyant goon tie included), Friday, 1 March 2013 10:33 (twelve years ago)

Yeah I can definitely see that, though I think the complexity makes some difference - I've never finished a game of Tetris and wished that there was someone there to talk to about what just happened. Also most roguelikes aren't real time.

Andrew Farrell, Friday, 1 March 2013 11:45 (twelve years ago)

They're real time in that they eat up your real life

plotzin (flamboyant goon tie included), Friday, 1 March 2013 13:02 (twelve years ago)

I mean, I tend to play as quick as possible because I want to achieve some sort of transcendent state of character cultivation within a reasonable time frame. It's about quick keystrokes and just-hubristic-enough game plans

plotzin (flamboyant goon tie included), Friday, 1 March 2013 13:07 (twelve years ago)

Whenever I read a victory post (Skyrim included) and it involves a tonne of herb gathering, smithing, farming or repetitive skill development I am reminded as to why I only play this shit when I'm sick and bed-ridden

plotzin (flamboyant goon tie included), Friday, 1 March 2013 13:11 (twelve years ago)

what on earth is an "OP faceroll"

attempt to look intentionally nerdy, awkward or (thomp), Friday, 1 March 2013 17:07 (twelve years ago)

OP = overpowered, as used upthread.

faceroll = er actually possibly slang local to WoW - it indicates that a class is so easy to play you could perform adequately just by binding their spells to random keys, resting your face on the keyboard, and rolling it around on there.

Andrew Farrell, Friday, 1 March 2013 23:49 (twelve years ago)

Achievement Unlocked: Your Own Fleet

Mordy, Thursday, 7 March 2013 20:23 (twelve years ago)

well ... done?

attempt to look intentionally nerdy, awkward or (thomp), Friday, 8 March 2013 00:43 (twelve years ago)

thx! :)

crystal ships are super easy mode

Mordy, Friday, 8 March 2013 00:45 (twelve years ago)

how many hours have you spent on this dare i ask

attempt to look intentionally nerdy, awkward or (thomp), Friday, 8 March 2013 05:19 (twelve years ago)

idk I didn't time myself. Its a great game bc u can play a little bit whenever u have some spare time

Mordy, Friday, 8 March 2013 05:25 (twelve years ago)

Also the more you play the better you get at it

Mordy, Friday, 8 March 2013 05:25 (twelve years ago)

c'mon man. steam. show us the numbers.

attempt to look intentionally nerdy, awkward or (thomp), Friday, 8 March 2013 06:07 (twelve years ago)

do iiiiit

Nhex, Friday, 8 March 2013 06:22 (twelve years ago)

i haven't been playing it on steam. i can tell u tho that i've apparently played 295 games and i have 9 total victories. i just realized time played wouldn't make a lot of sense for this game bc i often leave it running in the background while i do other stuff anyway.

Mordy, Friday, 8 March 2013 14:40 (twelve years ago)

SHOW US

zero dark (s1ocki), Friday, 8 March 2013 16:14 (twelve years ago)

or i may have to contact mordileaks

zero dark (s1ocki), Friday, 8 March 2013 16:14 (twelve years ago)

i would happily share my hours played since they are surely fewer than my has-played on WoW, but i cannot!

Mordy, Friday, 8 March 2013 16:17 (twelve years ago)

fuck myself forever for ever decrying the non-rogue-iness of this awesome roguelike, btw. I hate this game for existing and hate myself for playing it for two hours this morning

* (flamboyant goon tie included), Friday, 8 March 2013 17:29 (twelve years ago)

i miss this game

attempt to look intentionally nerdy, awkward or (thomp), Friday, 8 March 2013 18:20 (twelve years ago)

two weeks pass...

anyone played brogue? https://sites.google.com/site/broguegame/

(now available for ipad! https://itunes.apple.com/us/app/brogue/id613921309)

s.clover, Tuesday, 26 March 2013 02:38 (twelve years ago)

Oh cool - seems to work okay.

JCL, Tuesday, 26 March 2013 03:07 (twelve years ago)

I love Brogue! The most beautiful ASCII game ever!
It's impossible, though

flamboyant goon tie included, Tuesday, 26 March 2013 03:21 (twelve years ago)

one year passes...

just unlocked the godhead in binding of isaac

Mordy, Sunday, 11 January 2015 03:58 (ten years ago)

is desert golfing roguist

celfie tucker 48 (s.clover), Tuesday, 13 January 2015 20:22 (ten years ago)

if you fail to meet par do you have to start over from the first hole?

Mordy, Tuesday, 13 January 2015 21:27 (ten years ago)

lol that is a great concept. someone bang that out pronto. ilx games release #1. can't be hard to procedurally generate golf holes.

Roberto Spiralli, Tuesday, 13 January 2015 21:41 (ten years ago)

no but if you fail to meet par you have to live with that _forever_ which seems like the compliment of the same idea

celfie tucker 48 (s.clover), Tuesday, 13 January 2015 21:55 (ten years ago)

http://i58.tinypic.com/2nk45sy.png

i've never been prouder

Mordy, Friday, 16 January 2015 03:22 (ten years ago)

congrats that is excellent work

Roberto Spiralli, Friday, 16 January 2015 03:48 (ten years ago)

four months pass...

Eventually the 'rougelike' misspelling is going to be universal

demonic mnevice (Jon Lewis), Friday, 22 May 2015 17:44 (ten years ago)

egad, why would someone make this...

Nhex, Friday, 22 May 2015 18:23 (ten years ago)

happy birthday to me just picked up a copy of invisible inc

Mordy, Thursday, 28 May 2015 21:35 (ten years ago)

encrypted looks quite gorgeous imo. lol ilx wont let me put the tag in

♛ LIL UNIT ♛ (thomp), Friday, 29 May 2015 06:36 (ten years ago)


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