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I think I'd like to start trying to get my thoughts out there by writing articles, so here's a draft about an RPG genre that I love very much!
You must venture through the 26 levels of the Dungeons of Doom in order to retrieve the fabled Amulet of Yendor, and then return with it to the surface. Each of the levels is randomly generated so that every run is different from the last. Even the multitude of potions, scrolls, and wands you uncover will do something different each time, and must be identified. An amber potion from one run may heal you, while in the next, it could be poison. Rogue is viewed from a top down perspective, and the graphics are made up of simple ASCII — the player is represented by a little smiley face (or an @ sign, in some versions, which would become the symbol of the player character in many an old school roguelike). Movement is tile based and turn based. And the mechanics of the game itself, like many classic RPGs, pulls heavily from Dungeons & Dragons. As you venture further into the dungeon, you level up and acquire better gear in order to face the increasingly powerful traps and monsters you will encounter at each new depth. All the while, the need for food constantly pushes you further into the dungeon. There are also many actions you can take, which correspond to different buttons on the keyboard. “W” allows you to choose a weapon to Wield, while “d” lets you drop an item.
Rogue, and the games it spawned, are fascinating, in that they are completely knowledge based. You don’t need good aim or reaction time. The turn based system lets you take all the time in the world you need to strategize. Most of the skill that you gain from playing these games is in the form of knowledge. When to use certain scrolls, which enemies to avoid, and how to counter them. Old school roguelikes are complicated. And Rogue actually appears quite simple once you’ve played some of the other big titles from the early days of the genre. But Rogue set the formula for the roguelike: randomly generated, dungeon-crawling RPGs, where a death meant starting over from the very beginning.
1984’s Hack would be a little more similar to Rogue, once again having the player venture into the Dungeons of Doom to retrieve the Amulet of Yendor. Like Moria, however, the player can choose a class. The player also receives a pet companion that follows them around the dungeon, helping them fight monsters. Additionally, the dungeon contains shops where the player can purchase items, and there is a vast array of new items and mechanics.
These two games would be extremely influential in the development of the genre, with perhaps the two most well known old school roguelikes being spawned from them: NetHack (1987), which expanded greatly upon Hack, and Angband (1993), which expanded on Moria. In 1994, the third major old school roguelike was released: Ancient Domains of Mystery, or, ADOM. This game featured an entire overworld, where the player travels between towns and dungeons, accepting quests from different NPCs, while still being unmistakably roguelike in its mechanics and presentation.
All three of these games still receive new updates to this day. ADOM even recently received a graphical release. But the main game I want to elaborate on is NetHack. To me, NetHack is the perfect encapsulation of everything that makes the roguelike genre so great. Not just due to its insane mechanics, but also the dedication of its fans and developers.
Take one look at the NetHack wiki, and you will be blown away. NetHack took what Hack had done and expanded on it times a thousand. The absolute compendium of knowledge a NetHack player must keep stored in their head in order to actually beat the game is mind boggling. The amount of actions that the player can perform in NetHack, and all the different outcomes that can result from them depending on the circumstances, are so vast that the community coined the phrase "The DevTeam Thinks of Everything" to describe the tremendous effort on the behalf of the developers to account for every possible situation the player may encounter in this beast of a game.
To fully illustrate the crazy complexity of this game would require an entire article of its own. There are over fifty actions you can perform in NetHack, including praying, kicking, engraving, and dipping, which can all be used in different situations to warrant different results. Dip an arrow into a potion of sickness and now you have a poison arrow. Kick a tree, and you may get an apple... or release a swarm of bees. Kick a door to break it open, but make sure you don't kick down a shopkeeper's door or he won't be too happy with you. I've been playing NetHack on and off for years, and still never beat it, but I'm still always finding something new.
Starting a run of an old school roguelike is great if you want to kill some time. The truth is, even after you've played for a while, you'll find most of your runs will end relatively quickly. Yet it doesn't feel frustrating. You'll come away learning something from each run, and find yourself making more and more progress each time. It's an extremely satisfying experience, and taking the time to explore a roguelike, especially one as complex as NetHack, can be very rewarding.
So while the modern roguelike market may be becoming oversaturated, remember that the old school roguelike community is still kicking to this day. And I can only hope that retro gamers will continue to keep the tradition of the roguelike alive for years to come.
Old School Roguelikes Are An Experience Like No Other
While browsing Steam, or most any video game distribution service, you’ve most likely come across a collection of games under the “roguelike” genre at one point or another. The roguelike has exploded in over the past decade, with dozens of independent games being released under this label. Ask someone their favorite roguelike, and you’ll probably receive answers such as Risk of Rain, Hades, Darkest Dungeon, and The Binding of Isaac. All great games in their own right, but a far cry from the origins of the genre. They all may bear two of the most important traits of roguelikes — permadeath and procedural generation — but the genre has changed substantially in the past forty years. Forty years? That’s right, roguelikes have been around for a long time. In fact, there is a whole world of roguelikes dwelling beneath the multitude of titles that dominate the indie market. A world that still lives on today, with passionate fans and developers. So let me take you into this wonderful world of ASCII and @ signs, beginning with one simple, yet controversial, question:What exactly is a roguelike?
There is no one answer. Earlier, I mentioned that the two traits in pretty much every roguelike are permadeath and procedural generation. But is that all that makes a roguelike? Under those rules, you could load up a Minecraft world in hardcore mode and call it a roguelike. Most people, however, would disagree with that assertion. This is because of an unmistakable aspect of the DNA of the roguelike: its origins lie firmly in the RPG genre. Indeed, all the first roguelikes were full fledged RPGs, and most roguelikes today include at least some degree of RPG elements. So now we have a vague set of qualifications for what a roguelike is, but the truth is we will never be able to have an exact definition of the roguelike; the genre has evolved too much since it’s inception to allow for that. But today, I’m going to be talking specifically about the old school roguelikes. The ones that laid the groundwork for the modern roguelike. And there is only one place we can possibly start.1980: The First Roguelike… kinda
Though the definition of a roguelike is still hotly debated, there is one thing that everyone can agree upon: the origin of the genre — Rogue. The simplest definition of a roguelike is that it is a game that is, well, like Rogue. So if you want to be pedantic, I suppose Rogue itself isn’t even a roguelike. It’s just Rogue, the grandfather to the roguelike. Released in 1980, this game set the precedent for the mechanics of subsequent games in the genre. The concept of Rogue is simple, yet very well executed.You must venture through the 26 levels of the Dungeons of Doom in order to retrieve the fabled Amulet of Yendor, and then return with it to the surface. Each of the levels is randomly generated so that every run is different from the last. Even the multitude of potions, scrolls, and wands you uncover will do something different each time, and must be identified. An amber potion from one run may heal you, while in the next, it could be poison. Rogue is viewed from a top down perspective, and the graphics are made up of simple ASCII — the player is represented by a little smiley face (or an @ sign, in some versions, which would become the symbol of the player character in many an old school roguelike). Movement is tile based and turn based. And the mechanics of the game itself, like many classic RPGs, pulls heavily from Dungeons & Dragons. As you venture further into the dungeon, you level up and acquire better gear in order to face the increasingly powerful traps and monsters you will encounter at each new depth. All the while, the need for food constantly pushes you further into the dungeon. There are also many actions you can take, which correspond to different buttons on the keyboard. “W” allows you to choose a weapon to Wield, while “d” lets you drop an item.
Rogue, and the games it spawned, are fascinating, in that they are completely knowledge based. You don’t need good aim or reaction time. The turn based system lets you take all the time in the world you need to strategize. Most of the skill that you gain from playing these games is in the form of knowledge. When to use certain scrolls, which enemies to avoid, and how to counter them. Old school roguelikes are complicated. And Rogue actually appears quite simple once you’ve played some of the other big titles from the early days of the genre. But Rogue set the formula for the roguelike: randomly generated, dungeon-crawling RPGs, where a death meant starting over from the very beginning.
1983 – 1994: The Roguelike Evolves
It wasn’t long before other developers began to take inspiration from the unique formula of Rogue, and this is where the first actual roguelikes emerged. Moria in 1983, loosely inspired by the works of J.R.R. Tolkien, had the player delving into the mines of Moria, through one hundred sprawling levels, to kill the Balrog. Moria was notable for introducing a town level — a home base above the dungeon where the player can return to sell loot and resupply. It also included character creation (heavily lifted from D&D) that was absent in Rogue. The player could choose their race and class, which influenced their stats, abilities, and starting items.1984’s Hack would be a little more similar to Rogue, once again having the player venture into the Dungeons of Doom to retrieve the Amulet of Yendor. Like Moria, however, the player can choose a class. The player also receives a pet companion that follows them around the dungeon, helping them fight monsters. Additionally, the dungeon contains shops where the player can purchase items, and there is a vast array of new items and mechanics.
These two games would be extremely influential in the development of the genre, with perhaps the two most well known old school roguelikes being spawned from them: NetHack (1987), which expanded greatly upon Hack, and Angband (1993), which expanded on Moria. In 1994, the third major old school roguelike was released: Ancient Domains of Mystery, or, ADOM. This game featured an entire overworld, where the player travels between towns and dungeons, accepting quests from different NPCs, while still being unmistakably roguelike in its mechanics and presentation.
All three of these games still receive new updates to this day. ADOM even recently received a graphical release. But the main game I want to elaborate on is NetHack. To me, NetHack is the perfect encapsulation of everything that makes the roguelike genre so great. Not just due to its insane mechanics, but also the dedication of its fans and developers.
You see, NetHack is possibly the deepest, most complex game you will ever play
Well, second only to Dwarf Fortress.Take one look at the NetHack wiki, and you will be blown away. NetHack took what Hack had done and expanded on it times a thousand. The absolute compendium of knowledge a NetHack player must keep stored in their head in order to actually beat the game is mind boggling. The amount of actions that the player can perform in NetHack, and all the different outcomes that can result from them depending on the circumstances, are so vast that the community coined the phrase "The DevTeam Thinks of Everything" to describe the tremendous effort on the behalf of the developers to account for every possible situation the player may encounter in this beast of a game.
To fully illustrate the crazy complexity of this game would require an entire article of its own. There are over fifty actions you can perform in NetHack, including praying, kicking, engraving, and dipping, which can all be used in different situations to warrant different results. Dip an arrow into a potion of sickness and now you have a poison arrow. Kick a tree, and you may get an apple... or release a swarm of bees. Kick a door to break it open, but make sure you don't kick down a shopkeeper's door or he won't be too happy with you. I've been playing NetHack on and off for years, and still never beat it, but I'm still always finding something new.
Starting a run of an old school roguelike is great if you want to kill some time. The truth is, even after you've played for a while, you'll find most of your runs will end relatively quickly. Yet it doesn't feel frustrating. You'll come away learning something from each run, and find yourself making more and more progress each time. It's an extremely satisfying experience, and taking the time to explore a roguelike, especially one as complex as NetHack, can be very rewarding.
So while the modern roguelike market may be becoming oversaturated, remember that the old school roguelike community is still kicking to this day. And I can only hope that retro gamers will continue to keep the tradition of the roguelike alive for years to come.