Return Styles: Pseud0ch, Terminal, Valhalla, NES, Geocities, Blue Moon. Entire thread

The videogame compass

Name: Anonymous 2018-06-16 16:55

Mainstream
|
|
|
Casual---------|-------------Hardcore
|
|
|
Obscure

Name: Anonymous 2018-06-16 17:14

not another political compass test please

Name: Anonymous 2018-06-16 18:24

Mainstream
[3][18] [11]| [15] [24] [1]
[9][27][6][28]| [12]
[30][25] [8]| [2][17]
Casual---------|-------------Hardcore
[20] [7] [13]|[4] [16]
[19][23] [22]| [10]
29[5] [14] |
[21][26] Obscure

1. pro-gaming: starcraft,LoL, etc
2. community constructed levels/maps: e.g. mario maker levels, hardcore game mods, speedruns
3. single-screen webgames: tower defense, 3in a Row, puzzles
4. online board games
5. adventure games
6. MMORPGs
7. Single Player RPGs
8. Platformers in general
9. Simulation games: e.g. sims
10. Puzzle games & Construction puzzles
11. Flight/Vehicle simulators
12. Real-time strategy
13. Stealth games
14. Turn-based strategy
15. First-person shooters and shooters in general
16. Shoot-em ups
17. Fighter games such as Mortal Kombat
18. Action-Rpg
19. Action-Adventure
20. Visual novel
21. Interactive movie
22. Roguelike RPG
23. Tactical RPG
24. MOBA
25. Tower defense
26. Incremental games
27. Sports-based games
28. RPG genre in general
29. Exploration/Art games
30. Pet/minion battle: e.g. pokemon

Name: Anonymous 2018-06-16 19:04

>>3

this is bad and you should feel bad

Name: Anonymous 2018-06-16 20:25

>>3
Pokemon/FF is 14/28

Name: Anonymous 2018-06-17 6:18

>>4,5
Filthy casuals

Name: Anonymous 2018-06-18 6:35

>>3
how the fuck are roguelikes casual? do you even nethack?

Name: Anonymous 2018-06-18 7:18

>>7
yhbt

Name: Anonymous 2018-06-18 7:30

>>7
They are in the middle of casual-hardcore axis.
The real casual genres are on the left.

Name: Anonymous 2018-06-18 7:45

Face it most genres are casual and getting more casual to appeal to widest possible audience.

Name: Anonymous 2018-06-18 10:11

free but with ads and microtransactions

Name: Anonymous 2018-06-18 13:12

>>9
That's just plain wrong bro.

Name: Anonymous 2018-06-18 13:56

>>12
What is so 'hardcore' in nethack?
Its merely an action-rpg like Diablo with a primitive interface.

Name: Anonymous 2018-06-18 15:22

>>13
How the fuck is a game where you can take as long as you like between moves "action"?

Name: Anonymous 2018-06-18 15:52

>>14
Diablo initially was turn-based too, but developers fixed this autistic flaw.

Name: Anonymous 2018-06-19 6:44

>>13
t. someone who never played Nethack

if you want roguelikes that are actually similar to Diablo, how about the ones that inspired it: Moria, Angband, Castle of the Winds? Nethack is nothing like Diablo other than that it has randomly generated levels. its core challenge isn't even combat, it's item-related puzzles: identification (which might be the most important part of Nethack, while fairly trivial in Moria-likes), interactions, inventory management.

Name: Anonymous 2018-06-19 7:43

>>16
Someone who didn't play Diablo.

Diablo items are unidentified by default(magic/unique) and you need to cast 'Identify' or pay Decard Cain 100 bux. Diablo2 also has this system.

identification (which might be the most important part of Nethack, while fairly trivial in Moria-likes),

Diablo NPC sell stuff, tell lore and give you quests.
interactions,

90% of Diablo is this, separating good loot, using ground to store mediocre stuff and managing inventory space(even in battle..potions can run out, 99% of combat is dependent on correct potion management)
inventory management.

Diablo2 has fairly advanced for its time item modification system: socketing, enchanting, transforms(cube recipes), a primitive crafting system.


Diablo and its successors are item-centric games that put inventory and equipment above everything else.

My advice, download diablo1 iso from archive.org and play it to hell difficulty once. Its the most influential RPG in the genre.

Everything turn-based snobs hate about "click&loot RPGs" and "FPS-like gameplay" stems from Diablo(modern dungeon/maze crawl) and its more popular brother Diablo2 which emphasized fast open-world combat(modern open-world RPGs).

Name: Anonymous 2018-06-19 8:11

Diablo was designed by Nethack players
http://www.roguebasin.com/index.php?title=Diablo

Name: Anonymous 2018-06-19 8:16

Has anyone ever thought that multiplayer NetHack would be a neat idea?
(Sigh.) Yes, at least a couple hundred people. We think you can't do that in a playable way without compromising the basic idea of being able to think as long as you want about what you're doing, but many people have made many different suggestions as to the one obvious way to handle things. If you still like the idea, you can try Crossfire, a multiplayer roguelike for UNIX/X11. Other games to check out are MAngband and Diablo.
http://nethack.org/common/info.html

Name: Anonymous 2018-06-19 8:25

No need to download anything, here 8h of Diablo gameplay
https://www.youtube.com/watch?v=lHV7VnWvz_o

Name: Anonymous 2018-06-19 8:34

>>3,7
The roguelike are 2 squares to the right from action-rpgs in the chart. So they're clearly more hardcore: only 9 genres are to the right.
Personally, i think the only thing hardcore about them is tedious console interface and lack of information/obscurity.
Action-RPGs can be "nintendo-hard" in some limited instances, but they're 99% item-centric lootfest.
The chart is fair.

Name: Anonymous 2018-06-19 10:05

>>17
Diablo items are unidentified by default(magic/unique) and you need to cast 'Identify' or pay Decard Cain 100 bux. Diablo2 also has this system.
which is the Moria/Angband way. Nethack-likes have limited scrolls of identification and usually no learnable identify spell or a reliable identifying NPC. you usually identify items by things like price i, shops, weight and controlled interactions with other items.
Diablo NPC sell stuff, tell lore and give you quests.
I meant interactions between items, which is primitive in Moria/Angband and Diablo when compared to Nethack. more on that later.
Diablo2 has fairly advanced for its time item modification system: socketing, enchanting, transforms(cube recipes), a primitive crafting system.


Diablo and its successors are item-centric games that put inventory and equipment above everything else.
no, their're are loot-centric games which put item stats above everything else. basic item interaction in Diablo and similar games is: find weapon or armor, enchant it to hell, use it, find next one, repeat. Nethack has this too (although the enchantment simple is admittedly simple) but it's not what's really interesting. what's really interesting are special effects, not simple statistical ones: corpses of monsters that turn you into stone with touch can be used to turn enemies to stone (but you need gloves to hold them if you don't want to suffer the same effect), potions that raise your're are character level can be cursed and made to raise you up a dungeon level, magical wands can permanently engrave protective words on the floor, food rots but it can be preserved if you have a tinning kit, bladed weapons can be used for forcing locks open, any item can be used as a weapon, glass items break, scrolls get erased when they come into contact with water and get destroyed when they come into contact with fire. those kinds of things are the core gameplay of Nethack.

Name: Anonymous 2018-06-19 10:52

what's really interesting are special effects, not simple statistical ones: corpses of monsters that turn you into stone with touch can be used to turn enemies to stone (but you need gloves to hold them if you don't want to suffer the same effect),

Sound familiar, thats a stone curse spell from D1
https://diablo.gamepedia.com/Stone_Curse_(Diablo_I)
The mechanics of "Cannot be Frozen"/"Reduced freeze duration" in D2 also remind me of this.
http://diablo.wikia.com/wiki/Cannot_Be_Frozen

potions that raise your're are character level can be cursed and made to raise you up a dungeon level,
Closest thing is stat-altering elixirs(d1)
https://diablo2.diablowiki.net/D1_Potions_and_Elixirs
There are cursed shrines effects similar to above:
https://diablo2.diablowiki.net/Diablo_I_Shrines


magical wands can permanently engrave protective words on the floor,
Are you thinking of https://nethackwiki.com/wiki/Elbereth
The mechanic sounds similar to D2 necromancer AoE curses and Barbarian Warcries(essentially curses).

food rots but it can be preserved if you have a tinning kit,
No equivalent in D1/D2.

bladed weapons can be used for forcing locks open,
In d1 there is Disarm trap and D2 has telekinesis which safely open chests/doors/loot-containers.

any item can be used as a weapon, glass items break,
There are throwing potions and throwables in D2.

scrolls get erased when they come into contact with water and get destroyed when they come into contact with fire.
No equivalent, but scrolls are single-use anyway.

those kinds of things are the core gameplay of Nethack.
These seem like extra housekeeping burden that don't contribute much to gameplay. If you make scrolls indestructible, it changes nothing else .

Name: Anonymous 2018-06-19 10:58

Though d1 doesn't have AI curses, but its expansion Diablo: Hellfire has berserk :
https://diablo2.diablowiki.net/D1_Spellbooks#Berserk
Berserk is a curse-like spell that resets a monster's AI, and makes them hostile to their own kind. Monsters will fight other monsters when Berserked, but they are not necessarily on the character's side; they simply attack whatever is nearest. This spell is best used as a decoy or diversion; turning an army of monsters with Berserk can be amusing, but it's not an especially viable strategy.

Berserked monsters deal enhanced damage, (20-30% + Slvl). Players do not receive experience for monsters killed by a Berserker. Berserkers are not immune to player damage, and can be killed just like any other monster.

Though Berserk does not deal direct damage, it is considered a form of magic, and thus will not work on magic immune monsters. All unique and special monsters are also immune, as are monsters in mid-charge or who are phasing in or out. There is a 50% chance that magic resistant monsters will not be Berserked.

Name: Anonymous 2018-06-19 11:09

Nethack-likes have limited scrolls of identification and usually no learnable identify spell or a reliable identifying NPC.
This actually a common complaint for d1
There is no "Identify book"(exception:in Hellfire expansion Bard skill is Identify), you have to buy scrolls(100g) , or pay for id(100g). In d2 you can stack scrolls in books(also works with town portal which has a skill book only in d1/hellfire).


Identify

In Diablo and Hellfire, items can be equipped and used without being identified (magic/unique items must be identified in Diablo II before usage).

All magical and unique items found in the dungeons or given as quest rewards are unidentified, and must be identified (by this spell or by Deckard Cain) before their special properties become active.

It is not recommended to always identify items. For instance, identifying the Gotterdammerung activates the All resistance equals 0, which could make the item detrimental depending on your character and build. Note that items that have only negative modifiers would be worth less after being identified (plus you also wasted the 100 gold for the Identify scroll or Cain's service), indeed such an item is more effective when not identified. If you plan to keep the item for while, repair it first before identifying it; once an item has been identified the selling and repair costs go up considerably (assuming overall positive modifiers).

Identify is not found on spellbooks, and can only be cast from staff charges or scrolls.

Name: Anonymous 2018-06-19 11:12

>>23,24
the entire point of what I'm talking about is that most of the complexity in Nethack comes specifically from its item system and how consistent it is. the difference between turn to stone spell and NH's cockatrices is that offensive use of cockatrice corpse is a hidden mechanic that is logically discoverable if you know that cockatrices turn eveyrthing they touch to stone && dead monsters leave corpses && any item (including a corpse) can be used as a weapon.

same goes for glass breaking: it's not that you can throw potions and they break. it's that some items like wands and rings can be made of glass (which ones will it be is randomized) and those items will break too.

same goes for curses: 'cursed' is a status that can be applied to many items, and while many will just get statistically weaker (and harder to remove), some will have their behavior altered in a non-obvious way or just made opposite. for example, a scroll of genocide will wipe out specific monsters but a cursed one will summon a large number of them instead - which is usually bad but like almost everthing it has its uses, e.g. for getting rare drops or sacrifices for your're are god.

and those things are just single examples out of many. as I said, this game is all about complex interactions. read up on intrinsics and extrinsics, writing your're are own scrolls, polymorphing (of items, self, monsters and pets), engraving, wishes. the whole religion system.

'the dev team thinks of everything' is Nethack's motto. it applies both to things you are able to do and things that will fuck you over.

Name: Anonymous 2018-06-19 11:17

>>25
rarity of reliable identification is one thing, the existence of alternatives is the other.

Name: Anonymous 2018-06-19 11:43

Alright, does your autismal text RPG has:
1.iron golem(d2) can be summoned from any metal item. Does Nethack has anything similar?
http://diablo.wikia.com/wiki/Iron_Golem

2.Do any of Nethack spells have synergy to other spells?
http://diablo.wikia.com/wiki/Synergy

3.Gambling NPC?
http://diablo.wikia.com/wiki/Gamble

4.Auras(skill-based and Monsters)?
http://diablo.wikia.com/wiki/Aura

5.Item sockets where you can put gems,jewels and runes?
http://diablo.wikia.com/wiki/Socket
e.g.putting a skull(a gem class item) into a specific item class gives that item a bonus.
http://diablo.wikia.com/wiki/Skull

5. Runewords: specific rune sequence inserted into socketed item, granting a bonus of runeword. Cornerstone of high-level gameplay.
http://diablo.wikia.com/wiki/Rune_Words

6.Crafted items:
http://diablo.wikia.com/wiki/Crafted_Items

7.Item recipes aka "Cubing" items:
http://diablo.wikia.com/wiki/Horadric_Cube
In D2 mods this mechanic is more extensively used because recipes are easy to add.

8.Set items:
http://diablo.wikia.com/wiki/Set_Items

9.Charms(item that has inventory effect):
http://diablo.wikia.com/wiki/Charms

10. Ethereal items(cannot be repaired)
http://diablo.wikia.com/wiki/Ethereal_Items

11.Class-specific items:
http://diablo.wikia.com/wiki/Class-specific_Items

12.Throwables(weapons that consume quantity)
http://diablo.wikia.com/wiki/Throwing_Weapons

13. Enchant(skill adds fire damage to item, that could be given to others)
http://diablo.wikia.com/wiki/Enchant

14.Telekinesis(skill to grab/touch items/object/monsters).
http://diablo.wikia.com/wiki/Telekinesis_(Diablo_I)
http://diablo.wikia.com/wiki/Telekinesis_(Diablo_II)

15.Rabies(transmissible curse-like attack)
http://diablo.wikia.com/wiki/Rabies

16.Thorns and Reflect:
http://diablo.wikia.com/wiki/Reflect
http://diablo.wikia.com/wiki/Thorns

Name: Anonymous 2018-06-19 12:00

Btw, i'm not a D2/D1 fan anymore. I actually find it boring and repetitive and i've last played somewhere in 2004.

Its just that nethack is not some pinnacle of RPG design as many think("a classic gem"). Diablo series isn't either(its filled with flaws and design dead-ends) but its widely emulated in RPG design.

Graphical real-time RPG will always be the furthest reach the RPG genre will attain, regardless of sophistication of games like Nethack which is inherently limited in its presentation and interface.

Name: Anonymous 2018-06-19 12:04

>>28
1. polymorphing large amounts of items made of certain material on the same tile will create a golem made of that material. those are hostile but can be tamed
2. IIRC yes but I'm not sure
3. none that I know of
4. not as a constant passive skill but e.g. powerful atacks can cause enemies to flee in fear
5-9. crafting and item modification system in general is different so while those mechanics don't exist, there are others: enchantment scrolls, modifications of B/U/C status, making armor out of dragon hide, item transformations when crowned, alchemy, gifts from gods, polymorphing, wishes, blades dulling, making knives out of worm tooth, food preservation, scroll/spellbook writing
10. I don't think so
11. there are race-specific items, but they can be equipped by all races as long as their're are correct size, and there are items which are restricted to certain alignments that can be used by others but will damage them
12. eveyrthing can be thrown, and thrown things don't always break so you can often retrieve and reuse them
13. I don't think so
14. no, but there's telepathy (but you need to blind your're are self to use it)
15. enemies can transfer lycanthropy to you, which causes you to periodically turn into some other monster
16. not for physical attack but there are items that cause you to reflect magic, as well as gaze-based attacks (e.g. of Medusa).

Name: Anonymous 2018-06-19 12:25

>>29
Its just that nethack is not some pinnacle of RPG design as many think("a classic gem")
pinnacle of RPG design no (I'm really more of a narrativefag so while I spent a lot of time with Nethack, I'm really more into games like Planescape: Torment). classic gem yes. it's just a very well-made roguelike with complex interlocking systems. there are modern games that do complex interlocking systems better (e.g. Dwarf Fortress), but NH was obviously ahead of its time and there's a lot of stuff to enjoy about it, if you have time to dedicate to it.

Graphical real-time RPG will always be the furthest reach the RPG genre will attain, regardless of sophistication of games like Nethack which is inherently limited in its presentation and interface
furthest reach by what standard? of graphical fidelity and intuitive interface? sure thing. of complexity? definitely not. of good mechanical design and/or writing? that's irrelevant to urns vs rt and text vs graphics.

Name: Anonymous 2018-06-19 12:33

https://nethackwiki.com/wiki/Tourist
Wtf is this doing inside a RPG?

Name: Anonymous 2018-06-19 12:38

furthest reach by what standard?
Roleplaying, immersion and depth of the rpg setting. Consider a MMO where you design a character to your liking(appearance, skill build, role/subclassing) vs "Select a class&name".

Name: Anonymous 2018-06-19 13:08

>>32
it's a reference to Pratchett IIRC. Nethack setting is built on references, not unlike settings of older text adventures like Zork
>>33
'depth' and 'MMO' don't go well together. MMOs are mostly about the grind

Name: Anonymous 2018-06-19 13:23

>>34
Grind is player's choice(a method of safer, slower leveling). Does nethack somehow disallows grinding levels?

Name: Anonymous 2018-06-19 13:31

>>35
hunger system makes grinding less practical, and so does the fact that the higher level you are the higher base level will the newly generated levels be, making the enemies tougher. this is generally not worth it because gear is more important than levels and it's not practical to grind for most items

also, I mean not just level grinding but also repetitive sidequests of the 'give me 6787567890 orc legs' kind. they used to be common in MMOs (not sure if they still are) but absent in roguelikes

Name: Anonymous 2018-06-19 14:17

It seems nethack has some sort of grinding
https://nethackwiki.com/wiki/Farming

Name: Anonymous 2018-06-19 15:15

Some observations
https://www.youtube.com/watch?v=WbqCoUqMhDg
1.Tries to handicap the player with inconvenient "realistic" tasks.
The design seems really unfriendly and wastes lots of time for mundane tasks.

2.Light-radius of dungeon crawl. Even diablo series provides a minimal circle steps of light.(in d1, you can have 0 light radius with cursed items for exotic builds(monsters activate by light radius)). Nethack has this very low radius with no benefits.

3.The GUI interface while of an improvement, still tedious to navigate.
Need some automation to reach D1 level and better sprites.

4.Overall the complexity is there, i can admit it. Its however not any fun complexity, its absence from the game won't be noticed.

5.Weak and incoherent narrative. It seems the developers added everything they liked at the moment.

Name: Anonymous 2018-06-19 16:10

Why does Nethack behave like this.
1.Provide an option to "Eat" armor.
2.Says that you can't do that.
Wouldn't it be easier to not display the option at all on non-edible stuff?

Name: Anonymous 2018-06-19 16:30

A thought experiment.
For every single gameplay element/system of Nethack ask yourself:
1.Would the game feel worse without it?
2.If answer is no, strike it from list.
3.Try next element/system.
4.Write down all the systems that survived.
5.Post it here.

Newer Posts
Don't change these.
Name: Email:
Entire Thread Thread List