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Since: Jan 06, 2008 Posts: 1
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(Msg. 1) Posted: Sun Jan 06, 2008 5:41 pm
Post subject: Story-based roguelikes? Archived from groups: rec>games>roguelike>misc (more info?)
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I'm looking for something to kill time with on my daily commutes to and from
work. Until I save enough cash to buy a good e-book reader, though, I'm
thinking I could use my spiffy smartphone for games (the boss is paying, in
case you're wondering). And not the umpteenth port of Tetris, either.
I love RPGs with lots of story and (illusion of) choice (think Planescape:
Torment, though that's on the extreme end). I also like roguelikes, but
these tend to be as light on story as possible. Granted, I haven't exactly
played the gamut (Nethack and a few variants), but almost none go beyond
"There's the bad guy, here's a wooden sword, go kill him!" It's very good
dungeon crawling (and the combat is worked out very well as a consequence)
but the dungeon crawling is the focus, to the point where killing the player
permanently and forcing them to start over doesn't actually hurt the game at
all (and, arguably, makes it better, since the focus shifts to training for
the game where you'll finally make it).
So, I was wondering if there are games which are roguelike in interface but
RPGlike in gameplay -- having interactions that go beyond killing, buying,
selling and yes/no questions. The obvious response would be "if you want an
RPG, you know where to get it", but my point is that the simultaneously
simplistic and sophisticated interfaces of terminal-based roguelikes
especially makes them ideal for porting to limited devices, like most phones
(especially ones with full QWERTY keyboards, like mine). My question could
also be phrased as "are there RPGs which are terminal-based", I guess.
Is there anything along those lines? I'm guessing that there probably isn't,
given the niche that roguelikes are and the massive writing effort a good
RPG takes (not to mention the lack of replayability compared to a straight
roguelike), but it can't hurt to ask, right?
--
I didn't even get around to discussing porting issues, but that's a whole
'nother game. >> Stay informed about: Story-based roguelikes? |
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Since: Dec 03, 2007 Posts: 41
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(Msg. 2) Posted: Sun Jan 06, 2008 5:41 pm
Post subject: Re: Story-based roguelikes? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 6, 5:41 pm, Jeroen Mostert <jmost....DeleteThis@xs4all.nl> wrote:
> I'm looking for something to kill time with on my daily commutes to and from
SNIP
> Is there anything along those lines? I'm guessing that there probably isn't,
> given the niche that roguelikes are and the massive writing effort a good
> RPG takes (not to mention the lack of replayability compared to a straight
> roguelike), but it can't hurt to ask, right?
Legerdemain without a doubt. Check http://roguetemple.com and
http://roguelikefiction.com
>
> --
> I didn't even get around to discussing porting issues, but that's a whole
> 'nother game.
--
Slash
http://slashie.net >> Stay informed about: Story-based roguelikes? |
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Since: Nov 19, 2007 Posts: 111
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(Msg. 3) Posted: Sun Jan 06, 2008 5:41 pm
Post subject: Re: Story-based roguelikes? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 6, 11:41 am, Jeroen Mostert <jmost....DeleteThis@xs4all.nl> wrote:
> I'm looking for something to kill time with on my daily commutes to and from
> work. Until I save enough cash to buy a good e-book reader, though, I'm
> thinking I could use my spiffy smartphone for games (the boss is paying, in
> case you're wondering). And not the umpteenth port of Tetris, either.
For commuting I strongly recommend POWDER. RPGs are ineffective
commuting tools as they require too much of your mental state and are
hard to pick up and put down with a minute's notice. I've been
commuting varying lengths with POWDER for years now so can make some
claim of it working well in that form.
It is, however, an unabashed "kill bad guy & return to surface".
OTOH, DS Lites & Slot 1 solutions are very cheap now.
> Is there anything along those lines? I'm guessing that there probably isn't,
> given the niche that roguelikes are and the massive writing effort a good
> RPG takes (not to mention the lack of replayability compared to a straight
> roguelike), but it can't hurt to ask, right?
Well. You Only Live Once is my attempt at a story driven roguelike.
(http://www.zincland.com/7drl/liveonce) However, I solved the massive
writing problem by making the game itself very short - only an hour or
so of play time.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder) >> Stay informed about: Story-based roguelikes? |
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Since: Jan 04, 2008 Posts: 6
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(Msg. 4) Posted: Mon Jan 07, 2008 8:22 am
Post subject: Re: Story-based roguelikes? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Nov 15, 2007 Posts: 51
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(Msg. 5) Posted: Thu Jan 10, 2008 12:33 am
Post subject: Re: Story-based roguelikes? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2008-01-06 19:09:42, Slash <java.koder RemoveThis @gmail.com> wrote:
> On Jan 6, 5:41 pm, Jeroen Mostert wrote:
> > I'm looking for something to kill time with on my daily commutes to and from
> SNIP
> > Is there anything along those lines? I'm guessing that there probably isn't,
> > given the niche that roguelikes are and the massive writing effort a good
> > RPG takes (not to mention the lack of replayability compared to a straight
> > roguelike), but it can't hurt to ask, right?
>
> Legerdemain without a doubt. Check http://roguetemple.com and
> http://roguelikefiction.com
Yes, indeed. +1 to this suggestion.
> >
> > --
> > I didn't even get around to discussing porting issues, but that's a whole
> > 'nother game.
>
> --
> Slash
> http://slashie.net
>
> >> Stay informed about: Story-based roguelikes? |
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