@mracoon Indeed, Papers Please has a badass start screen, when you hear that music, you just can't wait to detain some low class Kolechians! Great choice of music, too, great video!
AssInAss's forum posts
FUCK THIS COMPETITION.
CANNOT WAIT FOR THIS! Matt Lees (Videogamer) might be in it, too, but he definitely did some of the writing.
Tanya X. Short is the captain of Kitfox Games. They're developing a survival-strategy RPG for tablet and PC called Shattered Planet. It may or may not be a roguelike.
As someone who didn't really care why people raged about this taxonomy, I can now see what's the problem. We all have different definitions for a roguelike. I think that's why people now just say "roguelike elements" like "RPG elements" is for modern shooters. Or for jokes, roguelitelikelitelike-like. Whole blog is worth reading. Can't quote the article properly because of Giantbomb's weird formatting.
I did not know that about Don't Starve, much respect to Klei to go with that. I might not agree with all the suggestions, but I understand we have to find more precise words to describe certain games. Whether we like it or not, words matter, language evolves, and a roguelike in 2013 might mean something completely different in 2020 if we stuck with that term.
The issue I think is, when you start labelling a game as a roguelike, then you have to work on whether the game in question fits that description first. That'll be the first point of conversation. It's a loaded term that leads to semantic debates, rather than focusing on the actual game. It's not immediately apparent from first glance of what a roguelike looks like, and from the many games burdened with the label, there's maybe 2-3 things similar between them.
It’s pretty clear we have a problem.
Developers and players alike use the word Roguelike as if it were a perfectly valid genre of gameplay. We even use the term sometimes to describe our own games we are trying to sell to people.
As game developers, we are responsible for how we describe the games we make, yet continually trap ourselves in a loop of calling our own game essentially a clone of someone else’s, with lengthy footnotes explaining why that isn’t actually the case.
In the indie game space, design and marketing are often so tightly linked that we may forget the power we have over our product’s message. We aren’t used to the idea that we’re shaping the player’s narrative about our game – that the terms we use on our websites, in our Kickstarters, or elsewhere in our marketing might skew the attitudes of our fans, and our industry.
But What's Wrong with "Roguelike"? It's True!
But It's So Tempting...
"Hey!" you might be thinking, "You can't summarise this article yet! You haven't told me how to fix the problem! What word am I SUPPOSED to be using, tyrannical smartypants?!"
Here's a few ideas:
a game about learning a particular skill extremely well. Guitar Hero is, in this way, a mastery simulation, and Rogue is a mastery RPG.
a game about decisions made on the fly, adjusting dynamically as the game evolves. Werewolf is then an improvisation card game, and Rogue is an improvisation RPG.
a game that is intended to be played in hobby-like habits over years, allowing players to express themselves at their own pace. Sudoku is an evergreen puzzle game; Rogue is an evergreen RPG. Credit goes to Daniel Cook for this one.
a game primarily about discovering unknowns and revealing procedurally generated secrets? Perhaps the first 20 turns of Civilisation are a mystery simulator. Taken from the Japanese term for Roguelikes, "Mystery Dungeon".
a game that uses procedural generation to fluff up and add replayability to standard genre content. Used in opposition to bespoke hand-crafted content.
Spelunky could be described as the pinnacle of the shuffled platformer, while Rogue is a shuffled RPG.
a game with high stakes and heavy loss.
Taken directly from the Don't Starve tagline, one of the few examples of a procedurally generated game with permadeath that doesn't use roguelike anywhere in its marketing.
@athadam Sorry for the bump but oh man, so jelly you got to meet the UK crew, I love them all! :D
Done and dusted!
Played an hour and a bit, really liking the jazz noir atmosphere. Made a few gifs. The story seems to be going into a much darker place than I expected. Most of all, I like how open the city is where I can hunt for collectibles that are not just there but show memories or notes that give background to the proceedings and characters.
You can go into the shadows in most places, and it feels more dynamic than other shadow puzzle games.
My one complaint is the very UE 3 browns that reminded me of the London sections in Alice Madness Returns. Thankfully, there's enough colour and neon in the architecture to offset it.
It's nice to hear Adam Jensen do a less gruff voice to show off his range. Or at least I'm pretty darn sure that's him.
Dawn is a cutie.
And I'm a sucker for dashing in games.
The fact that they're over 85% of the way there suggests they have a really good chance of making it, so you're worrying over nothing. Backers often get emotionally invested in Kickstarter campaigns, so if the project is this close to its goal (especially with a full 3 days left), some backers will go back and up their pledges, and some will try to bring more attention to the campaign (like you're doing).
Yup yup yup. Hope this makes it either way, more Myst style games like this and the The Witness are welcome.