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Going Rogue

filfre.net

41–50 of 72 posts

Re: Going Rogue

#41
post #22

For me the funnest way to play nethack was with a copy of the source nearby. It's cheating of course, but it is the fun sort of cheating. I always thought of it like being a monk or wizard, journeying forth armed with the hidden secrets of the world. I never did beat the game, but My most memorable experience was once when I was messing around in wizard mode(a sort debug/creative mode to try things out in) and summon…

I watched an extremely cool talk in college where a professor showed off some of the functionality of gdb by hooking it up to a running copy of Nethack and using it for various cheating. It was a bit over my head at the time but still felt pretty magical.

Re: Going Rogue

#42
post #32

Earlier quoted context omitted.

I've been playing DCSS super casually, on-and-off, for well over a decade now, and the last time I checked in, it felt like they've perhaps sanded too many of the sharp edges off. I enjoyed the hunger system. butchering creatures into chunks for my kobold to eat was fun. throwing potions was cool. the identification minigame was good classic roguelike fun, and cursed equipment was fun. I could go on and on. I underst…

The online servers for DCSS often host old versions if you'd prefer to play those; crawl.akrasiac.org hosts versions back through 0.11 (released in 2012). Given that it's so easy to play old versions, I'm happy that the devs are open to toy with getting rid of sacred cows in the new versions. Also, item identification still exists, even if everything else you mentioned has been changed in some way. :P

identification is still a thing, but iirc cursed items aren't a thing anymore?

but yeah, it's nice to be able to go back and play older versions, but at this point I don't even know which version I would like to play. I'm fine with playing trunk here and there, it's just interesting to see a long-term project like this gradually shift focus over time.

I just liked playing as a kobold berserker, a cannibalistic little bastard tooling around a dungeon, getting into trouble, killing stuff and chopping it into chunks to eat, and occasionally being rewarded by my blood god.

Re: Going Rogue

#43
post #6

Earlier quoted context omitted.

This is all I need, I'm already trying to break my Larn addiction. (/s)

I liked Larn (and Omega). I wasted many hours on Larn. Author didn't go into the fact that some of these games arrived with PCs; AFAIK there was never a Unix version of Larn.

I thought larn was unix-only

EDIT: https://en.wikipedia.org/wiki/Larn_(video_game)

(I think I recall playing larn because it was one of the roguelikes available on unix)

Re: Going Rogue

#44
[on open source] As for the ideas they introduced into the public discourse: they were real, valid, and in many ways incredibly valuable, but in the end they would be woven into the fabric of existing corporate-software production practices rather than burning down the old ways wholesale.

Ouch

For rigid ideology seldom makes a good fit with the real world; pragmatically mixed national economies, for example, succeed vastly better than dogmatically capitalist or communist ones.

Agree with this too, you need diversity in ideas / ideology

Re: Going Rogue

#45

Earlier quoted context omitted.

I liked Larn (and Omega). I wasted many hours on Larn. Author didn't go into the fact that some of these games arrived with PCs; AFAIK there was never a Unix version of Larn.

That’s not at all true. I played Larn on an Ultrix VAX 8600 circa 1987.

My wrong. It was written for Unix.

Well, I guess there's something funny with the license; it's not packaged for Debian, and I can't remember a time when it was.

Re: Going Rogue

#46
I was a save-scummer. I played Nethack locally, and save-scumming was the only way that I could make meaningful progress beyond the noob levels. Yeah, I knew all the spoilers by heart, I knew the secrets, I had access to the rumors and the Wiki, but I had some bad habits that led to YASD every time, such as hoarding everything in inventory, melee attacks when ranged would be better, not making much use of spells or magic, and I would often forget that I was carrying a particular item that would be perfect for a particular situation, so I'd die with it still unused.

So save-scumming was my solution. Sometimes I played in Wizard mode, but I enjoyed save-scumming immensely, and it allowed me to get quite far, especially to the Castle and drawbridge level, and even sometimes down to Gehennom.

I did reach the Astral Plane a few times, but I never actually ascended as far as I can recall, but frankly, after the Castle level, the game gets kind of boring and unfair for me. I never liked the Wizard's harrassment as you climb back up the dungeon, level by level. Also all the curses really got me down. Save-scumming can really only take you so far if you're not an expert at planning and execution too.

I quit playing Nethack entirely a few years ago. I have moral objections to worshipping false gods, even if it's "just a game". But I bow to the genius of the Developers Who Think of Everything, especially Ken Arromdee, who's played the same MUDs/MUCKs as me, and is also an occasional Wikipedia editor.

Re: Going Rogue

#47
post #31

Have been really enjoying Brogue lately. Besides the difficult, turn-based gameplay (decision making is more cerebral than reactive), I think ASCII graphics are part of what makes these games so enrapturing. Our brains are incredible at constructing rich narratives from limited information.

Brogue is genuinely beautiful. I know pure roguelikes should be white ascii on black, but it's incredible what a little color can do. And the way it handles dynamic events in its environments. Really makes the cave "biome" come alive.

Even the original Rogue had color and graphical tiles as soon as it was ported to systems that supported them. I'm sure there are people out there who think "true" roguelikes have to be monochrome but I'm lucky to never have met them.

Re: Going Rogue

#48

Earlier quoted context omitted.

That’s not at all true. I played Larn on an Ultrix VAX 8600 circa 1987.

My wrong. It was written for Unix. Well, I guess there's something funny with the license; it's not packaged for Debian, and I can't remember a time when it was.

Larn has a noncommercial license, so it's nonfree by Debian standards.

Re: Going Rogue

#49

Earlier quoted context omitted.

In my opinion, source diving and using spoilers aren't cheating, if only because the games are so thoroughly randomized. You can know everything about your inventory, but one misstep and you're toast. Any ascension is as much a matter of luck as it is of skill. > Juiblex, the faceless evil, on dungeon level level 2. LOL! Wands of polymorph can result in interesting monsters showing up in early-level bones files. Noth…

> Any ascension is as much a matter of luck as it is of skill. There are people who can consistently ascend on nearly every run, if they pick a favorable class. It requires extremely careful play and encyclopedic knowledge of all the little tricks to avoid danger. There are a lot of them in the game, and so long as you remember that the game is turn-based and that so long as you are careful, you can almost always jus…

I played Nethack a lot during school. The only obstacles to ascending any character were my free time, patience, ability to stay focused, and occassionally the unfavorable early-game RNG.

Re: Going Rogue

#50
post #29

Great article, but it did give me the "an elephant is like a rope" feeling—it seems like it's one person's idiosyncratic perspective, some of which I agree with and some I disagree with, and there isn't really much justification for changing my mind about the parts where we differ. A couple of specific things that jumped out at me, as someone who lived through this (and got hooked for varying amounts of time on sever…

The criticism of open source software the author presented is a lot more nuanced, and I for one agree with it. Even long before loot boxes etc, the overwhelming majority of "original thinking that used to create interestingly novel experiences" in gaming did not originate from the OSS community.

It is a completely different story when it comes to non-gaming software though.

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