FinalSonicX
Novice
- Joined
- Feb 19, 2011
- Messages
- 18
I'm a huge fan of roguelikes but there are some major flaws for most of them in my eyes.
Pros:
+ every game is a new experience, infinite re-playability
+ the good ones have amazing level generators that make exploration fun and give a sense of discovery to the player for walking around seeing new places and monsters
+ fun magic items (potions and scrolls especially) with a variety of effects that sometimes need to be determined through use
+ fairly tactical gameplay
+ high level of difficulty gives a sense of accomplishment when milestones are reached
+ usually lots of race and class combinations
+ turn-based
+ permadeath makes things exciting, but rolling characters isn't a chore
+ each death is usually amusing and not rage-inducing
+ as a player my choices feel like they mean something
+ some roguelikes have some nice graphics
Cons:
- controlling only one character isn't as exciting as controlling a party (playing a single player healer-type class seems strange)
- ASCII graphics are often a little confusing to look at and quite frankly not very engaging (there are some notable examples where some thought and design went into the ASCII visuals)
- Some roguelikes have incredibly high death rates, mostly due to stupid causes one could not have foreseen without reading spoilers. High death rates are fine but I prefer them to be caused generally by player error.
- lack of any context for the world or the quest (lack of flavor. I don't need much of a story but a bit of style would be nice)
- sometimes the balance is completely off so that basically the different race and class combos are like difficulty modes
- the lack of shops in some of them make me wonder why I'm collecting gold or jewels or non-essential magic items
- some roguelikes haven't balanced the concept of the out-of-depth monster so you end up getting insta-killed by some extremely high level unique monster (like Sigmund on level 2 as most classes in Dungeon Crawl)
- this one is Crawl specific but the skill system IMO is terrible and confusing and really unwieldy. I'd be happier with advancement strictly determined by race/class/attributes. Maybe a point could be allocated according to my choice every couple of levels, but the system is too confusing for me to bother with.
- the focus on religion in some of them is annoying and basically forces you to game the system to win
- the settings are usually as generic as possible to fit in almost every monster class and race ever.
- some roguelikes have a bunch of procedurally generated filler content that serves no purpose, roguelikes with overland maps are particularly bad at this.
- Often the user interface is terrible and confusing (Incursion still confuses me to this day)
- The rulesets used aren't explained in simple terms usually so that I can understand how to build my character (in roguelikes in which character building is a factor)
All of this said, Crawl is my favorite roguelike followed by incursion. Crawl is great fun with some decent graphics and plenty of exploration and fun magic involved. The dungeon levels branch so even with the same race/class/items etc. choosing a different branch mixes things up a whole lot. There's an incredible sense of discovery in most roguelikes, and crawl is no different. Incursion is one of the roguelikes I love even though I have difficulty playing it. I love D&D 3.5 so the rules make sense and I understand how to build a character, but unfortunately there's a ton of repeated content (it's too predictable), the UI is confusing as hell, and there are a few insta-death moments that serve no purpose other than to force a restart. Zangband is a really good roguelike if you're looking for arcade fun.
Some roguelikes I wish I could get into include 3059 and Nethack. Nethack is ok and a lot of people love it but it bothers me how much you need to cheat in order to progress meaningfully in the game. Also, it's incredibly bland in terms of flavor and setting. Not even a hint of something fresh. 3059 is one of those games that seems really good and I want to get into it because I've wanted to play a scifi space-faring roguelike forever now but with the graphics and the UI and the confusing rules I just can't get into it each time I try to pick it up.
Pros:
+ every game is a new experience, infinite re-playability
+ the good ones have amazing level generators that make exploration fun and give a sense of discovery to the player for walking around seeing new places and monsters
+ fun magic items (potions and scrolls especially) with a variety of effects that sometimes need to be determined through use
+ fairly tactical gameplay
+ high level of difficulty gives a sense of accomplishment when milestones are reached
+ usually lots of race and class combinations
+ turn-based
+ permadeath makes things exciting, but rolling characters isn't a chore
+ each death is usually amusing and not rage-inducing
+ as a player my choices feel like they mean something
+ some roguelikes have some nice graphics
Cons:
- controlling only one character isn't as exciting as controlling a party (playing a single player healer-type class seems strange)
- ASCII graphics are often a little confusing to look at and quite frankly not very engaging (there are some notable examples where some thought and design went into the ASCII visuals)
- Some roguelikes have incredibly high death rates, mostly due to stupid causes one could not have foreseen without reading spoilers. High death rates are fine but I prefer them to be caused generally by player error.
- lack of any context for the world or the quest (lack of flavor. I don't need much of a story but a bit of style would be nice)
- sometimes the balance is completely off so that basically the different race and class combos are like difficulty modes
- the lack of shops in some of them make me wonder why I'm collecting gold or jewels or non-essential magic items
- some roguelikes haven't balanced the concept of the out-of-depth monster so you end up getting insta-killed by some extremely high level unique monster (like Sigmund on level 2 as most classes in Dungeon Crawl)
- this one is Crawl specific but the skill system IMO is terrible and confusing and really unwieldy. I'd be happier with advancement strictly determined by race/class/attributes. Maybe a point could be allocated according to my choice every couple of levels, but the system is too confusing for me to bother with.
- the focus on religion in some of them is annoying and basically forces you to game the system to win
- the settings are usually as generic as possible to fit in almost every monster class and race ever.
- some roguelikes have a bunch of procedurally generated filler content that serves no purpose, roguelikes with overland maps are particularly bad at this.
- Often the user interface is terrible and confusing (Incursion still confuses me to this day)
- The rulesets used aren't explained in simple terms usually so that I can understand how to build my character (in roguelikes in which character building is a factor)
All of this said, Crawl is my favorite roguelike followed by incursion. Crawl is great fun with some decent graphics and plenty of exploration and fun magic involved. The dungeon levels branch so even with the same race/class/items etc. choosing a different branch mixes things up a whole lot. There's an incredible sense of discovery in most roguelikes, and crawl is no different. Incursion is one of the roguelikes I love even though I have difficulty playing it. I love D&D 3.5 so the rules make sense and I understand how to build a character, but unfortunately there's a ton of repeated content (it's too predictable), the UI is confusing as hell, and there are a few insta-death moments that serve no purpose other than to force a restart. Zangband is a really good roguelike if you're looking for arcade fun.
Some roguelikes I wish I could get into include 3059 and Nethack. Nethack is ok and a lot of people love it but it bothers me how much you need to cheat in order to progress meaningfully in the game. Also, it's incredibly bland in terms of flavor and setting. Not even a hint of something fresh. 3059 is one of those games that seems really good and I want to get into it because I've wanted to play a scifi space-faring roguelike forever now but with the graphics and the UI and the confusing rules I just can't get into it each time I try to pick it up.