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Levi

Joined: 05 Dec 2006
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Posted: Sat Mar 03, 2012 8:54 am |
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Brogue is totally awesome -- it has an essential simplicity to it that pulls it into shouting distance of Shiren, I think. Other roguelikes fiddle with the idea of static, scripted elements, but the...I dunno, discrete knowability of Brogue's constituent elements is really gratifying. I really like how my character just exists and I don't have to fiddle with being a half-fairy cleric or whatever. It's ascii gorgeousness is more...holistic than any tile-based roguelike I'd care to think on.
I love the way the colors of walls change as a raging fire dies down. |
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Levi

Joined: 05 Dec 2006
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Posted: Sun Mar 04, 2012 1:29 am |
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| Auptie wrote: |
a common aspect that comes up which I feel has been the majour barrier into the genre for me is the unpredictable threats and "challenges". difficulty in games is a must, but only when im confident any obstacles presented can be overcome by my own merit and growth as player. the possibility to die through seemingly thousands of random events is only frustrating. i understand the "impossibility" is the very reason many enjoy it, but i could never put myself through that and feel accomplished.
if i were to even have all the knowledge needed to reach the goal (which i assume would take months or years to accumulate), my success would still not be guaranteed. and upon any success, the crucial factor above all else, is chance, not my own ability - would i be wrong in putting it this way?
kings field/som/st and the ds's are everything i wanted from a rougelike but with that added certainty. ill give brogue a shot tomorrow |
My highly personal response is that the randomness and impermanence absolves me of the need to ever "finish" a roguelike -- it's non-reproducability lets me just enjoy the physical act of playing the game. It's a lot like the feeling I get playing Tetris.
It's not exactly breaking my heart that I never finished a one of these things (well, maybe Shiren) |
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