Nethack - Best Game Ever (2000)
archive.salon.com
archive.salon.com
With a free graphics front-end for the game at: http://mayday.w.staszic.waw.pl/df.php
It's donation-ware, still under development, and the learning curve is a right-angle, but the game is really fun and addictive.
A wiki has been put together in lieu of proper documentation with this page: http://www.dwarffortresswiki.net/index.php/Your_first_fortre...
providing everything you need to start.
If you enjoy the game, please donate. This is a startup which really deserves to succeed.
After having no idea what I was doing on the first fort, I spent an hour reading the Wiki the next day. I then proceeded to spend 6 hours straight playing it.
If you would like the DF music to play in the background, just fire up the game's mp3 (under /data/sound) on your player and you're off.
Before Crawl, I never thought I could feel absolute terror while playing a roguelike. You'll see what I mean the first time you're frantically trying to find a portal out of the Abyss with a veritable armada of demons closing in on you.
More info: http://crawl-ref.sourceforge.net/
The one thing that Nethack does "better" is that it's got dozens and dozens of ways to die. In Crawl, when you die, it's usually due to hit point loss.
Nethack was intriguing and really funny right from the start, so I got really into playing it, and the sense of humor is really important to me.
I will have to give crawl another serious look, because at first it seems really mechanical. Pretty much like Diablo, but on the console.
To play, simply telnet to sporkhack.com
The author of Sporkhack tries to make the game more balanced, but without increasing the difficulty for beginners.
That would really kick ass. Anyone having a spare million dolars?
When I was in High School (80s) I used to sneak onto the campus of the local technical college to play Hack.
I'd certainly like to play such a game, though. The depth of the Nethack world is impressive. Put it on the Wii so I can swing swords, throw daggers, fling spells, etc. and I would probably never be heard from in the real world again.
Roguelikes have aged better than any other games I can think of.
Ultimately, I stopped playing these and started playing the commercial fare like Diablo. It wasn't the graphics, though. It was the simple fact that the commerical games were designed to be beaten. It used to be a matter of course for the developers of the roguelikes to constantly patch or change the games to make it harder and harder to win. I, quite frankly, got tired of playing games that only provided one primary goal (beating the Balrog/Morgoth; getting the Amulet) and pulling the goal away from me faster than I could adapt. Even the modern MMORPGs (like WoW, which is my current addiction) provide intermediary goals that make the time investment feel more productive.
Which is why sucessful games tend to add hard content that becomes easer over time just as new goals are added to the game.