Welcome to Dev Game Club, where this week we elaborate our series on Rogue by looking at one that continues its legacy, that is, Rogue Legacy 2. It's right there in the name! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
A few hours (well, about a dozen for Brett)
Issues covered: Rogue-likes and Rogue-lites, comparing it a bit with Spelunky, the journal in Spelunky, games like it Tim has played, getting something out of runs, unlocking character types, bespoke levels vs tiled spaces and level generation, kitchen sink design, the clarity of the legacy, the punishment of starting over from scratch, not feeling like I got any further, quality of life improvements, the many ways you can make choices, terrific music, seeing your life flash before your eyes, humorous traits, saying yes to everything, sequel polish, the verb mix, grinding here vs JRPGs, improving skills, wrapping Rogue elements, multiple currencies, maintaining the Rogue with taking the gold, psychology of gold, removing a pillar and losing some enjoyment, knowing someone who beat Rogue, beating Darth Vader, an emergent property of Rogue, making a game you could play yourself, the cleverness and wondering how deep it can go, the punishment of Dark Souls and the progression layer, preferring an endpoint, long-term commitment, other Rogues to check out, a discussion of kit-bashing, kit-bashing and the art department, model kits and the origin of the term, kit-bashing in film, learning to parry.
Games, people, and influences mentioned or discussed: Spelunky, Clue (obliquely), Colin Northway (obliquely), Dead Cells, Castlevania, Darius Kazemi, Oliver Uv, Cellar Door, PlayStation Vita, Dark Souls, Hades, Humphrey Bogart, Treasure of the Sierra Madre, Darren Johnson, TIE Fighter, Derek Yu, Boss Fight Books, Sebastian Deken, Final Fantasy VI, Civilization, Paul Pierce, Haden Blackman, Diablo, njallain, Roguelike Celebration, International Roguelike Convention, Brogue, Caves of Qud, Gamma World, Cogmind, Michael Brough, 868-HACK, mysterydip, Maas Neotek Prototype, Ian Milham, Dead Space, Bethesda Game Studios, Fallout (series), Skyrim, Republic Commando, Star Wars, Industrial Light & Magic, Close Encounters of the Third Kind, Bloodborne, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
TBA!
Links:
Darius Kazemi on Generating Spelunky
Caves of Qud and Wave Function Collapse
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
Discord: https://t.co/YVZOe7ZygI
DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we complete our brief series on Rogue, though admittedly if you want the full experience, cut up the two episodes into one minute pieces and randomly select fifty to eighty of those pieces and play them in random order. This week we talk about strategies, life lessons from Rogue, and of course give our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
A few more hours (Tim) and way too many (Brett)
Issues covered: a visit by June, meeting a griffin, lack of physical damage in creatures, desirable item assessment, changing how you play by what you find, combinatorics, not knowing how many good wands there are, Brett's many strategies, traps and their impact later, the importance and pressure of food, inventory management, having to level up as you go, invisible creatures, regeneration, information is power, constraints dictating the design, treasure rooms and teleportation, the anecdote factory, whether items are weighted, iterating the design, monsters carrying items, fearing the kryptonite ring, the loot factory naming scheme, your first cursed item, life lessons learned from Rogue, resting too long, throwing potions, confusion, multiple dice games and scalability, the profound impact of constraints, someone oughta make a genre out of this, efficient for development, finding my exit strategy, simple objects creating depth, making the most of mechanics, yes and, the power of iteration, grinding as a failed strategy, always having a chance you might win, signing up for the experience, the supreme flexibility of text, comedy and the roguelike, retention and the roguelike, incorporating RPG elements, resetting a space.
Games, people, and influences mentioned or discussed: Valheim, The Legend of Zelda: Breath of the Wild, Dark Souls, Colossal Cave Adventure, Infocom, Space Quest, King's Quest, MYST, Spelunky, Diablo, Dungeons & Dragons, Star Trek, Storyteller, Call of Cthulhu, GURPS, Shadowrun, Solitaire, Hunt the Wumpus, mysterydip, Ron Gilbert, Goat Simulator, Zach Gage, Deus Ex, Prey, Dishonored (series), Deathloop, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
Bonus game!
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we begin a new series on 1980's seminal and genre-naming title, Rogue. We set the game in time and talk about what constitutes the genre before diving into some particulars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
A few runs
Issues covered: buying the game in a box, being disappointed in the ASCII, being turned off by procedural games, the differences in later games, the lore of the game, playing on a mainframe, the roots of so many games in text format, a top 50 achievement in games, the elements of the Rogue-like, procedural generation, inventory, randomized items, permadeath, getting over the hurdles in types of games, a chain reaction of bad things, clicking with a specific experience, simulating the rogue-like, a long shadow, playing to get a feel, being terrified of letters, trying things at random, a voyage of discovery, knowledge, renaming everything, consistent descriptions, thinking about strategy, the cumbersome bow mechanics, more depth than expected, the possibilities of emergence, anecdote factory, "wait, there are bear traps?"
Games, people, and influences mentioned or discussed: Adventure, Atari 2600, Colossal Cave Adventure, Dungeons & Dragons, Egghead Software, Moria, Nethack, Jamie Fristrom, ADOM, Angband, Zork, Infocom, Mystery House, On-Line Systems, Sierra Online, Ken and Roberta Williams, Hunt the Wumpus, Star Trek, Pac-Man, Battlezone, Missile Command, Space Invaders, Activision, Taito, LucasArts, Space Quest/King's Quest, Michael Toy, Glenn Wichman, Ken Arnold, DARPANET, World of Warcraft, Mario (series), Dark Souls, Rogue Legacy, Epyx, Spelunky, Oblivion, Morrowind, PSP/Vita, Andy Nealen, Diablo, Calamity Nolan, Dead Cells, Eggplant (podcast), mysterydip, Clint Hocking, Patrick Redding, Mark Garcia, Artimage, LostLevels, Kirk Hamilton, Aaron Evers.
Next time:
Get that Amulet of Yendor!
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
Discord: https://t.co/YVZOe7ZygI
DevGameClub@gmail.com