I do have to admit though that personally I just don't 'get' rougelikes, maybe I'm just too young, but they just don't really interest me.
I do have to admit though that personally I just don't 'get' rougelikes, maybe I'm just too young, but they just don't really interest me.
Roguelike: You pick up the potion. Do you drink it? Hmmm...too risky, it could kill you. You decide to visit a wizard who can identify it for you. Oh no! A monster. You fight! The monster is strong...You're down to 1 health..the potion is your last chance...AHHHHGH OMG IT WAS POISON. <or> OMG ITS A HEALTH POTION I LIVE TO FIGHT ANOTHER DAY!
People play roguelikes because the specter of permanent death (no save games* ) creates tension and suspense you rarely see in other games. This tension has a dramatic influence on gameplay choices and the emotional response elicited by those choices.
If, however, it's the oldskool text graphics and complex control schemes that you dont 'get', you'd be forgiven for thinking that 'ascii graphics = roguelike'. This is not the case, its just that the many famous roguelikes are dungeon crawlers with this graphical style. And yes, the controls are complex and the learning curves are steep. They are not for everybody. ADOM is my favourite roguelike dungeon crawler.
The best (IMHO) recent roguelike is FTL: Faster Than Light. Its a spaceship combat/strategy game designed to be played so a session lasts about 30-90 minutes. The graphics are nice and the gameplay is simple to understand but difficult to master. Its brilliant.
ADOM: http://www.ancardia.com/download.html
*Generally you can have one save game. So you can save and quit but then have to resume that same game.
One thing you'll notice about roguelike forums is the number of 'storytelling' threads where a player recounts their adventure. The lack of explicit narrative is more than compensated by user generated narrative.
Much like emergent gameplay (ie Minecraft), good roguelikes create emergent narrative. The narrative is worth sharing because of the surprising random encounters and do-or-die decisions.
I suspect this partly explains why most roguelikes have such simple graphics. A friend remarked that FTL was 'good for the imagination'. Basic graphics leave much to the imagination which enriches the internal narrative of the gamer.
That said, I dont think AAA graphics exclude a roguelike experience, and are in fact a barrier of entry for some younger gamers.
[edit] Shiren the Wanderer also has a notion of progress that is saved even though your character will die.
I'm perfectly happy with the graphics, I've played Dwarf Fortress (in fortress mode - I think the city building overcomes my lack of desire for fantasy) and use Vim all day at work :)
Thanks for your explanation, and yeah I'll think I'll give FTL a go!
Incidentally FTL was funded (at least partially) by a Kickstarter they did in early 2012. It ended up being one of the biggest PC games of 2012.