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I'd like to plug DCSS here: https://crawl.develz.org/ https://crawl.develz.org/ I could never get into any other roguelikes, but I LOVE Dungeon Crawl Stone So
by xor1 8y ago
I'd like to plug DCSS here:
https://crawl.develz.org/ https://crawl.develz.org/
I could never get into any other roguelikes, but I LOVE Dungeon Crawl Stone Soup. I easily have over 100 hours in it, and just recently finished an actual game for the first time (15 runes, Gargoyle Hunter).
- Cursuviam 8y agoI find DCSS's development goals very interesting in contrast to Nethack. While Nethack is widely famed for "the dev's think of everything", DCSS has been on a streak of streamlining mechanics, such as the latest release collapsing all food items to rations instead of the pizza, royal jelly, and others. Though rip wand of healing.
- digi_owl 8y agoUgh, that kind of development approach gets my skin crawling for some reason.
- fiddlerwoaroof 8y agoYeah, I find that a lot of the changes made for the sake of “streamlining” just made the game more boring.
- duncan_bayne 8y agoUpvoted. In my opinion, this is what broke AD&D 3rd edition relative to 2nd Ed.
- digi_owl 8y agoAnd then 4th went and slimlined things even further. And what a success that was...
- duncan_bayne 8y agoI missed that entirely. 3rd Ed destroyed my interest in upgrading; I'd been playing since 1st Edition, too.
- dragonwriter 8y agoIf you get a chance, you might want to take a look at 5e; mechanically it's still streamlined, but lots of people who didn't like 3e/4e seem to like it.
- duncan_bayne 8y agoThanks for the tip. My eldest child is nearly old enough to introduce to tabletop RPGs. I'd been planning to start him on Fighting Fantasy though.
- bhickey 8y agoHey, I was a crawl dev from 2009 until whenever I pushed my last commit. Your reaction suggests that you're either unfamiliar with or misunderstand crawl's development philosophy. Crawl development strives to eliminate grinding and eliminate tedium. Players should never be rewarded for performing repetitive actions. Every choice should be meaningful. This has been the case since the game's revival in 2006 and goes back to the introduction of the food clock in Rogue. A few years back I asked Ken Arnold about the food clock. He introduced it because a timer is a great way of making stupid, time consuming strategies useless. Crawl follows in this tradition. We removed the requirement that you have a bladed weapon to butcher corpses. Why? Because it's a game and not a murder-hobo simulator. If you need a fix for mindless simulationism you might enjoy Dwarf Fortress, the premier dwarf terrarium.
- xor1 8y agoJust wanna say thanks for your contributions. Are there any other similar games (proper roguelikes or not) you've found as enjoyable as DCSS?
- bhickey 8y agoMy role was a minor one. The last thing I pushed was a Wang tile layout system that makes the Crypt more visually interesting. > Are there any other similar games (proper roguelikes or not) you've found as enjoyable as DCSS? Brogue is the finest Roguelike ever made. By happenstance, pender was my neighbor back when I lived in the valley.
- floatboth 8y agoEven better than one food item: there's a spell library now, so you don't need to manage books, ever
- schoen 8y agoWait, your first-ever victory was a 15-rune game?
- xor1 8y agoYep, I only ever tried for 15-runes
- schoen 8y agoWow, congratulations!
- xor1 8y agoHaha thanks, it was definitely a great feeling. I feel like I "beat" DCSS and haven't had any real desire to play since, but it's for the best I think... I had dozens of Minotaur Fighters and Gargoyle Fighters that made it up to 7+ runes before dying. The worst death by far was a MiFi that died to Hellion Island because I was playing in bed, shifted my body slightly, and then accidentally held down the space bar for a few seconds right as I encountered it for the first time ever. Oops! I am surprised no one has expanded on the DCSS experience in regards to auto/manual yet. The ability to seamlessly switch between automated exploration/combat and precision controls is the killer feature that kept me hooked, I think.
- burke 8y agoI’ve never been able to bring myself to ascend a 3-rune game either. By the time I get to zot, I know I can win — why not go for the bonus round? I don’t think I’ve won (though I cloned my save file one time to try both 3 and 15 one time and did technically win the 3). My closest was a wipe on sentinel island at 13-14 runes.
- schoen 8y agoHuh, this seems like a new way of thinking about Crawl to me as I've only ever won three and four runes, and I've never collected more than six in a single game. So it still feels like a huge gap from that to 15!
- veli_joza 8y agoI was drawn to roguelikes because of their preference complexity and systemic approach compared to rest of industry's obsession with GFX. On the other hand, I'm turned off by the fantasy setting, narrow corridors and spoiler-based gameplay. I respect them and their legacy, but Nethack and DCSS don't work for me. For anyone else that feels the same, Cataclysm DDA is a great choice. It features open dynamic world with no hard-coded goals, lots of survival mechanics, vehicle and base building, different ways to advance (skills, equipment, mutations, implants) and countless ways to approach any situation. The game can also be very atmospheric - my @ once got sick so I parked my RV out of danger's way, spent the day reading books, listening to rain hitting the rooftop and planing my next move. It's an experience unlike any other game.