Responding to JeffLait's comment -- About Japanese roguelikes, roguelike games were surely present on computer systems at Japanese universities by the mid-80s (e.g. rogue was included in 4.2BSD, released in late 1983). Then of course there's Japanese Berkeley students. I doubt this is a case of convergent evolution.
I also doubt it is convergent. I was responding to AgingMinotaur's suggestion that your social-evolution theory would have disenfranchised them. However, I brought up JNethack because it shows that Nethack was most definitely played in Japan as of '93. It seems clear that for a JNethack port to be made, it had to be played earlier than that as well, but I couldn't find any historical proof going farther back. I do not agree with your claim that since 4.2BSD was present, all Japanese game designers must have played Rogue! By this logic, every video game since '83 is a roguelike since every video game author had access to it. The proof I think both of us would like would be for the authors of the various Japanese Roguelikes to have made statements that they were influenced by/reacting to rogue or a derivative of rogue.
On the other hand, isn't Spelunky very much a continued discussion on the game called Rogue? It is very much written by someone who liked rogue, and is engaging in a conversation about the game? And Diablo III is very clearly a roguelike, being the third iteration from what was admittedly an attempt to make a better Angband. And circling back to the start of this thread, we lose any ability to tell an author that they aren't making a roguelike: if they claim they are part of the conversation, how can we gainsay them?
Similarly, Beneath Apple Manor was *not* a conversation on Rogue, having predated it. But it looks an awful lot like rogue!
When we seek to decide what we call a roguelike, it is helpful to know why we are trying to identify such things. If your goal is to find games that were influenced by Rogue, then Spelunky is definitely a roguelike; and Beneath Apple Manor is not. And Japanese Roguelikes live in limbo until we find evidence to put them one way or other.
Personally, I'm not interested in that as a metric. I'm more interested in games that are "similar'" to rogue. The advantage is you don't need to know where the game comes from to decide if it is a roguelike or not, it can be judged independently of its history. It is also useful in trying to understand how these games work, as I'd say there is a much bigger difference between Diablo III and Rogue than there is between Beneath Apple Manor and Rogue!
I figured the name "Berlin interpretation" was chosen in parallel with the "Copenhagen interpretation." Pretty pretentious, imo.
Was it though? (Embarrassingly, I had to look up pretentious. I often see it as a generic throw-away insult, so was not sure of its precise meaning.)
At the time, I might have agreed with you... But probably because I feel the Copenhagen Interpretation is also a pretentious name. (Hell, at least we wrote something down for people to complain about!) But now? I think it has very much lived up to the name.
Firstly, note it isn't the Berlin Definition, nor Berlin Solution or Berlin Answer. The word Interpretation is there to reflect it is how we interpreted the meaning of Roguelikes. Next, note the inclusion of "Berlin", thereby localizing it to one spot (and somewhat implicitly, time). This implies there could be a Stockholm Interpretation to compete with it. So, as to the words themselves, there is no great claim of value present.
So the next question, is it worthy of being associated with the Copenhagen Interpretation? On an absolute scale, obviously not. But that is pretty poor yardstick to judge anything to do with roguelikes by. The question is, has the Berlin Intepretration had the same influence on Roguelikes as the Copenhagen Interpretation had on Quantum Mechanics?
Well, neither of them hopefully had influence: Shut up and calculate vs Shut up and code! So let us say influence on the discussion of roguelikes.
So what influence did it have?
Prior to it, most "definitions" were just ad-hoc lists by random people on the internet. Often copied randomly off each other. I was always surprised to see my own random list used as an authoritative source! We had these things, roguelikes, that were already taxonomically grouped largely by this "Discussions on Rogue", but no clear idea of what they were. Well, that is untrue, I'd say there were lots of clear ideas of what they were, we just were unable to articulate any of our reasoning.
This example is rather different. We actually got a fair number of the interested parties together face-to-face to try to figure something out from this muddle. This achievement shouldn't be trivialized. We then continued the conversation on-line afterwards to polish stuff a bit, and created the work that is seen there. It didn't start from the thin air either, it very much built on all the discussion that had gone prior to it. So I would claim it does represent a significant amount of work, effort, and dedication on the part of the authors.
And, judging by history so far, it has proven to have a lot of cultural value. It provided what was entirely missing at that point: a standard to start the argument from. You may disagree with it, but at least we have a standard point to say: "yes, but..." to. Proof of this assertion follows simply from the fact it apparently is still being discussed. More interestingly, when I read the other various definitions in this thread, I can't help but notice most of them are already there in that document. Indeed, looking over it again I can definitely find a lot to quibble about, but there is nothing particularly wrong about it.
Your own idea of "roguelike means derived from rogue" is entirely missing, but not because we weren't aware of it. IIRC, Sheep started the conversation asking whether we were trying to find games like rogue, or find games derived from rogue. And our consensus was to do the former. And, we did try to be clear about that:
"Roguelike" refers to a genre, not merely "like-Rogue". The genre is
represented by its canon. The canon for Roguelikes is ADOM, Angband,
Crawl, Nethack, and Rogue.In some ways, if you favour a holotype definition, you can just stop there. Do you agree with that canon or not? Everything else is just trying to identify what separates the canon out in a useful manner.
I'm surprised how thoroughly your post confirms my suspicions about the Berlin interpretation, e.g. its "progressive" stance on graphics versus criticism you expected to receive re: POWDER.
Not sure what those suspicions are...? And your example makes no sense to me. Its stance being "progressive" is entirely IMHO. If you are suggesting it is aligned with my own views, well, of course. The intent was to make something that would be mostly aligned with all participants views. It should be clear it isn't entirely aligned with my views, however, as I wouldn't have included ASCII graphics at all. Nor likely Turn-based or Grid-based - I'd argue both of those are part of Tactical Challenge that I'd want to move into a high value factor.... But that is the nature of committees.
I liked the part about how one might "naively" expect rogue to the prototype for roguelikes.
It does seem strange to argue that Rogue isn't a roguelike. To clarify, I don't argue that way. I'm in the naive camp, and like to use "hacklike" to qualify the sub-genre that enshrines complexity.
It seems the roguelike world could've been spared a certain amount of trouble had the Berlin interpretation been presented to the public with the candor it has been in this comment.
The nature of the internet is you can't control how things are presented to the public. It was presented with frankness and sincerity, and naturally triggered a surprisingly civil discussion about all of its immediate failings. That apparently people then went around bashing each other over the head in Roguelike Wars by slavishly following it? Well, I'm actually not too sorry to hear that. Pedants will always exist. And the fact that, as imperfect as it is, it remains a go-to definition, certainly means we did something right?