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I feel like we are in a golden age of PC gaming right now. Genres completely abandoned by AAA developers ages ago are seeing a resurgence thanks to crowdsourci
by MrMember 12y ago
I feel like we are in a golden age of PC gaming right now.
Genres completely abandoned by AAA developers ages ago are seeing a resurgence thanks to crowdsourcing. Space sims have been all but dead since Freelancer in 2003 but now there are several to play and look forward to.
Formerly obscure genres like roguelikes are seeing mainstream success thanks to high quality "roguelike-like" games like FTL.
Hell, even the impenetrable Dwarf Fortress brings in enough money from donations to support future development.
- duaneb 12y ago> Formerly obscure genres like roguelikes are seeing mainstream success thanks to high quality "roguelike-like" games like FTL. I actually trace this to Diablo II and Torchlight. Yes, they aren't strictly rogue-likes—among other things they're realtime—but they raised excitement for the genre just the same.
- barbs 12y agoI think Diablo and Torchlight were inspired by early roguelikes, but I wouldn't say the current wave of roguelikes were inspired by these games except maybe in terms of style (e.g. Binding of Isaac). FTL and Diablo 2 for example are quite different games.
- PhasmaFelis 12y agoI don't think Diablo and Torchlight had any influence at all on the current surge of roguelike-likes ushered in by Spelunky and FTL, though. They basically draw on completely different aspects of the roguelike tradition: the former takes the superficial D&D-esque dungeon crawling, plus lots of high-grade polish and minus the permadeath and much of the variety. The latter instead focuses on a wildly different experience for each runthrough, with permadeath as a matter of course, and can draw the superficial surface from anything (Indiana Jones-esque platformer, top-down crew management sim...)
- PhasmaFelis 12y agoI don't think Diablo and Torchlight had any influence at all on the current surge of roguelike-likes ushered in by Spelunky and FTL, though. They basically draw on completely different aspects of the roguelike tradition: the former takes the superficial D&D-esque dungeon crawling, plus lots of high-grade polish and minus the permadeath and much of the variety. The latter instead focuses on a wildly different experience for each runthrough, with permadeath as a matter of course, and can draw the superficial surface from anything (Indiana Jones-esque platformer, top-down crew management sim...)
- Kurtz79 12y agoRoguelikes are defined by permadeath, quick runs and procedural generation. Diablo 2 and Torchlight have the latter, but they are quite old, and the resurgence of roguelikes is relatively recent. I believe it's just has to do with it being a very solid (and addictive) gameplay model, and one that fits much better indie games than AAA titles.
- ekianjo 12y ago> I feel like we are in a golden age of PC gaming right now. Not really. Its golden Age was in the late 80s, early 90s, where games were still made by educated people FOR educated people, before the whole thing went mainstream and any sign of complexity went progressively down the drain so that Everyone could start playing games. I miss Falcon's 300 pages manual, or even Colonization's fantastic booklet that went far above describing how to just play the game. The early 90s were dominated by AAA titles from Origin, pushing both the boundaries of what was technically possible on PC as well as driving genres forward by developing non-linear game structures and exploring 3D environments. Nowadays AAA blockbusters jsut rehash the same formula over and over again (care to take another Assassin's Creed?).
- walterbell 12y agoColonization 1994 manual (135 pages): http://replacementdocs.com/download.php?view.8194 http://replacementdocs.com/download.php?view.8194 Colonization 2008 manual (38 pages): http://replacementdocs.com/download.php?view.377 http://replacementdocs.com/download.php?view.377 Edit: fixed duplicate link, thanks ekianjo.
- ekianjo 12y agoYou just posted the same links I think.
- ekianjo 12y agoNp! Otherwise good find, which proves my above point. The first 1994 booklet had a whole essay on the History of the colonization of America, I used to read it several times after playing the game. But this was not just this game, so many others went ahead to provide tons of value besides the game itself (Ultima 7's map printed on a cloth! A classic!). This was just so much more than mere tutorials. They also help create the atmosphere of the game OUTSIDE of the game.
- Kurtz79 12y agoI still have the Ultima 7 map, apart from being beautiful it was fairly useful since it really helped you navigate the world. The booklets also helped the immersion, things really have changed.
- politician 12y agoI wouldn't describe DF as "impenetrable", exactly, but rather as a wormhole that teleports you from Friday evening to Monday morning.
- Morgawr 12y agoI have noticed an amazing resurrection of the point and click adventure genre. It is my favorite genre and I could never get enough of it when I was younger (Monkey Island, Indiana Jones, pretty much all the Lucasarts games, Phantasmagoria, etc etc). I was very sad when I noticed a total lack of point and click games between the years 2005-2012ish (more or less, obviously). Now, I see a lot more games like this coming out on Steam, Kickstarter, Indiegogo, etc etc and I am super happy.