Ten Thousand Lifetimes with Roguelikes
10 days ago
- #roguelikes
- #gaming
- #nostalgia
- The author reflects on their childhood experience with video games, particularly their mother's disapproval and their own obsession.
- Angband, a roguelike game based on Tolkien's works, was a significant early influence despite its dated graphics and complexity.
- The author discusses the practice of 'savescumming' in Angband, manipulating game saves to gain advantages, highlighting the game's reliance on randomness.
- NetHack is introduced as another roguelike, noted for its deeper interactivity and 'food clock' mechanic, contrasting with Angband's simpler approach.
- The author critiques NetHack's design, particularly its reliance on spoilers and limited strategic choices for success.
- ADOM (Ancient Domains of Mystery) is described as a roguelike with a more fleshed-out world and narrative, though it suffers from bugs and repetitive early-game quests.
- The author's experience with Dungeon Crawl Stone Soup (DCSS or Crawl) is highlighted as a turning point, praising its design philosophy, autotravel features, and balanced difficulty.
- Brogue is presented as a minimalist roguelike, focusing on item-based progression and tactical gameplay, contrasting with Crawl's more complex systems.
- The author concludes by reflecting on their long-term attachment to roguelikes, acknowledging their niche appeal but advocating for their depth and replayability.