The Game of Roguelike
As I was reading Matt Barton's and Bill Loguidice's article
on the history of Rogue, two questions popped into my head. How did an elementary-looking game spawn so
many "Roguelikes," and if it is "an easy game to pick up and play for a few
minutes while waiting for a bus," then why doesn't Koster's theory that we will
get bored with the game after it teaches us everything we know apply? I think that the first question is easily
answered because not only of the game's basic story and goal but also the sheer
fun of exploring the dungeons. That
allows for infinite possibilities in newer "Roguelikes" and better
graphics. The second question, I think,
was answered by the fact that sudden death could occur at any moment and every
time you played, you got a new adventure.
So even after one mastered all the "q" and "e" commands and remembered what
"z" was, the game was still enjoyable.
Find other views on Rogue here.