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> About the only games I can name as exceptions are roguelikes, particularly Nethack and Dungeon Crawl Stone Soup. These are open-source games with no equivalen
by ansible 16y ago
> About the only games I can name as exceptions are roguelikes, particularly Nethack and Dungeon Crawl Stone Soup. These are open-source games with no equivalent in proprietary/commercial world.
Actually, that's not the case.
The gameplay for Blizzard's Diablo and Diablo2 are highly reminiscent of Angband.
I've never seen a commercial variant of something as twisted as Nethack though. :-)
- jcl 16y agoFate and Torchlight borrow a bit from Nethack (e.g. pets).
- b0rsuk 16y agoI don't know what's your definition of a roguelike game, but mine includes "Save/continue instead of save/load AND permanent death". Diablo1 has permanent death but you just reload if you die. Diablo2 has save/continue but no permanent death. I guess Torchlight is the same. Save/continue combined with permanent death has BIG impact on gameplay, it's almost like a separate genre. Look at Dominions3 (TBS from 2010, free demo). It fulfills the condition I described. It has things unthinkable in many other games, like many divination spells that provide information. In a save/load game they would be pointless, you could just go into an unexplored area and reload, repeat. Also, Dominions3 has spells that bring back your valued commanders from dead... but they make them weaker (wight, mummy) and can't be reused over and over. Save/continue with permadeath has large impact on player behavior too. Players tend to a lot more carefully, value escape tools. Knowing what's coming in advance is good. You may want to try Notrium. The game is free, however it won't run on Linux without wine. Aside from save/load, I think it's a much better graphical/realtime roguelike than Diablos.