This article is an older compilation by Kornel Kisielewicz of the thead on rgrd. For a more formal and widely-accepted definition of what a roguelike is, see the Berlin Interpretation.
We all add more and more features to our beloved projects, etc.. But in your opinion what is a good RL ? (in a PLAYER point of view) What do you like ? Interaction ? Growing up a character ? Exploration ? Quests ? Huge world ?, etc.
I really enjoy Rogue recently.
I know Iâm not as âhardcoreâ as I should be, but I like being able to make mistakes without each one being fatal. For example, in GearHead I might be doing a quest, but I fail it and my mecha is destroyed. It sucks, sure, but at least I donât have to restart the early game (think of the tedium in ADOM) or rebuild my NPC relations.
When you donât die as often, you are able to focus much more on character development. Thatâs also important to me when I play roguelikes.
I also really like a tactical element in combat. Anyone who has played Shogun:Total War (or a similar game) knows what Iâm talking about, but that sort of thing is rare to find in roguelikes. I like alternatives to the âhold down the arrow key until the monster diesâ method. For example, Hengband has a ninja class. Combat deals with hiding, then popping out and scoring critical hits. If you go head to head with a monster, youâll soon be saving a character dump.
Finally, I like a plot and game development. I like tangible evidence that Iâm progressing in the game, something more definitive than âHey, these monsters are getting harder.â On that note, quests are essential. I think the best quests are those that involve no combat, since these quests offer a break from the fighting tedium I mentioned before.
As a player I like to play games that feel unique and suck me to their world: ADOMâs chaos-infested Ancardia, Nethackâs dungeons that everything can (and will) happen, GearHeadâs mechaworld, Crawlâs dungeons of tension.
Grabbing the playerâs attention is the first thing a game worthy of its code should be able to do.
Well, thatâs a good questionâŚ
I like to grow my characters. I want to become better in general and in certain skills, I want to collect treasure and I want to find artifacts and items. Therefore I like games with hundreds of items, regardless if some of the items arenât very creative. For example, if I had a simple sword first, then buy a better sword, than get a sword that enhances i.e. my magical defense and than get another sword that enhances not only my magical defense but also casts fire on an enemy - thatâs great. Become better and better and get better and better items =)
Related to character growing is battle. I really enjoy to get hunted by monsters and lead them into dead ends of dungeons or into traps or into rooms which I then leave and close until I have time to come back and kill them. So the maps should provide some interesting, perhaps difficult, movement opportunities.
Quests are nice, but there is no need for an endless number. I like the way Diablo did it. Six quests per act, and the rest of the time Iâm hunting and chasing for items ;)
My own project, LambdaRogue, will become exactly the kind of roguelike I personally like. Therefore it emphasizes battle; there are many enemies at the same time, hunting the player and for me, this hackânâslay feels very good. Iâm also trying to implement many items, but in the moment there are only about 100.
I am not too much of a hacknslasher/munchkinianist, so I think exploration is a big factor of successâŚ. get to know new places, obtain ancient artifacts, meet powerful enemiesâŚ
I like open spaces more than dungeons although there is always something fascinating on exploring the depths of the world.
A believable world generator that can be used again and again, with freeform for its characters⌠and that offers realism only to the point required to be consistent, thats what I want to achieve with my (soon to be restored) project, Guardian Angel
I also like the pleasure of vanquishing monsters for pure fun, without too much hassle into the realm of realism, and thats what CRL is :P
Iâm very new to Roguelikes, so naturally a few of the things Iâm keen on and not too keen on are a result of learning the right way to play them. Permadeath initially was a shocking concept to me but I soon warmed to the idea of it. Itâs just that I came from a gaming lifetime of computer and console RPGs and playing a Roguelike just requires a different mindset.
Anyway, one of the things I enjoy most in any game like this is the exploration and character advancement. Iâm not much of a tactical mind - which of course has already led to a number of deaths as I go in guns or swords blazing. The thing I like the most - the thing that Crawl does - is the persistence of dungeons once theyâre created. I do find randomizing levels very frustrating and it does somewhat take me out of the game experience. Iâm playing ToME at the moment, and it just seems very odd that Iâd go into the Barrow-Downs, descend one level then come back up the same steps only to find a completely different, unexplored level. Randomly creating the dungeons on the first entry or during the initializing of the game and then keeping it consistent would be better, in my opinion.
Oddly enough, when I first started playing RLs I always sought out tile graphics versions. I still prefer the tiles simply because I can look at the screen and see that a snake or a kobold or a dragon(!) is down a tunnel, without having to mentally decipher the screen every few steps, or enter into a sequence of key presses to identify things. Having said that, I have become somewhat accustomed to the ASCII in things like ADOM, which has no tiles support. There is definitely a kind of beauty to them. I just find that 32x32 tiles are a perfect balance between simplicity and functionality.
Adom is my favorite. A rich main story and quests that facilitate exploration, not get in the way. A timer that adds tension, while still benefiting the player. Plenty of detail to make and play a character, without too much difficulty in doing so. ( The interface does need to be greatly streamlined, though. What is it, six pages of keybindings?)