On Tue, 11 Mar 2014, Filip Dreger wrote:
> I don't think this ever happened. As soon as it was technically feasible,
> graphical roguelikes appeared - I don'r recall any controversies over
> graphical Nethack.
Tiles aren't the heresy I'm thinking of. In fact, I'd say a game on a
hexagonal grid could easily be a true roguelike, even though it would look
awful in text mode.
The main rule postroguelikes break, by roguelike standards, is that they
are often *arcade*.
In a true roguelike, the game waits for you to enter commands, and those
commands are quantum (not like a tower defense game where, even if it lets
you place units while paused, a pixel off can cost you a perfect run). This
means if you know what it is you have to do to solve a tactical situation,
you can just do it. You never have to worry about failing due to lack of
real-world precision or dexterity.
(A "multiplayer roguelike" can be forgiven for time limits on commands,
out of consideration to the other players.)
The Mysterrrrious Spaaaace "7DRL" you cited in another branch of this thread
is obviously arcade, and therefore only postroguelike.
The other important rule of roguelikes is that moves are irrevocable,
enforced by banning savescumming and re-randomizing the world on a new game.
But that's the rule postroguelikes keep. Survival VRs often honor this by
accident, because the savefiles are too big to scum casually.
> > Survival VR games are diverse in surface form. [...]
>
> sounds like some VR dogma to me :-)
Not really. Survival VR is a fairly open class, being defined by what the
game *has* rather than what it doesn't.
---- Michael Deutschmann <
mic...@talosis.ca>