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Other Announcements / Re: Roguelike Radio podcast
« on: April 27, 2013, 04:38:29 PM »
Personally I didn't feel there was any learning curve in df. If you can read english the interface gives you everything you need.
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That said, by any sane definition Dwarf Fortress is roguelike -- it's fantasy roleplaying, with turn based play if the player wants it in terminal graphics. If your fortress goes to hell, there's no recovering it. Adams has moved the ball so far forward with Dwarf Fortress, people are still in denial about it. Developers are talking about building the successor to ADOM or the next iteration of the zangband legacy. They should be thinking about how to incorporate aspects of Dwarf Fortress into more middle of the road roguelikes and how to improve on what Tarn's accomplished with his game, by, yes, straight up stealing mechanics from his game and chewing on them. There's a lot there to be chewed.
In all honesty, I think Jo has said the main feature of a roguelike in the past. Permadeath isn't important, it's the fact that you have to learn from your mistakes, and that the player them self must learn new skills to beat the game. If you can beat the game first try, it isn't a very good roguelike. If it takes them a couple dozen tries, and the game has the content to make it continue being fun, that would be a good roguelike.
Also, I still laugh whenever people say Rogue isn't roguelike... That's like saying Diablo isn't diablolike, or Linux isn't *nix.