No surprises here.
Azure Dreams | 4 (3%) |
Chocobo's Mysterious Dungeon | 0 (0%) |
Chocobo's Dungeon 2 | 0 (0%) |
Diablo | 17 (16%) |
Diablo II | 49 (48%) |
Dragon Quest: Shōnen Yangus to Fushigi no Dungeon | 0 (0%) |
Dungeon Hack | 7 (6%) |
Fatal Labyrinth | 1 (0%) |
FATE | 9 (8%) |
FastCrawl | 2 (1%) |
Hellgate: London | 4 (3%) |
Izuna: Legend of the Unemplyed Ninja | 2 (1%) |
JauntTrooper | 1 (0%) |
Lufia II: Rise of the Sinistrals | 6 (5%) |
Mobile Suit Gundam: Mysterious Dungeon | 0 (0%) |
Mysterious Dungeon 2: Shiren the Wanderer | 6 (5%) |
Ragnarok | 6 (5%) |
Rogue | 6 (5%) |
Pokémon Mystery Dungeon | 0 (0%) |
Pokémon Mystery Dungeon 2: Time & Darkness | 0 (0%) |
Strange Adventures in Infinite Space | 3 (2%) |
The Nightmare of Druaga: Mysterious Dungeon | 0 (0%) |
Torneko's Great Adventure: Mysterious Dungeon | 1 (0%) |
Torneko: The Last Hope | 0 (0%) |
Weird Worlds: Return to Infinite Space | 5 (4%) |
Other | 6 (5%) |
I hope you were at least surprised to see some of the games on this list. It was a bit thrown together, but I wasn't able to find a comprehensive list of commercial roguelikes: I appear to have missed at least one.
Which brings us to the next poll: 'What features must a game have to be a roguelike?'
6 comments:
Aw, no one else likes JauntTrooper a.k.a. 'Mission: Thunderbolt'? Probably because it was only largely distributed via mail-in-order for classic mac os and then their company went out of business a dozen years ago. It's worth checking out if anyone has an old mac sitting around.
Mmmh.. I don't think anyone mentioned the "Infinite Dungeons" official commercial module for Neverwinter Nights?
I have not tried it personally but I'm intending to purchase it just to give it a try.
In my book it fulfills my 3 basic criteria for a roguelike which are:
- randomly generated world
- turn based (in single player NWN, one can pause anytime using the space bar which is imperative to play given the confusion in combat )
- I'm not sure if they implemented strict permadeath but it's easy to be honest an not Load saved games unless it's for a long break.
I play too few games. I've hardly even heard of most of those (except the Diablos and FastHack, of course). Was Rogue commercial? Neat.
For the new poll, it's a pity there wasn't a "neither of the above" option. I can't think of a single item that's necessary for a roguelike. Maybe permadeath (amulets of lifesaving don't count), but that's a maybe. So I'm that one guy who voted "other".
Okay, I voted for Random level generation, Permadeath and Other on this one. However, to be precise, I should have voted only for "Other" because neither Permadeath nor Random Level Generation represent exactly what I had in mind...
For me a roguelike is defined by:
-- RandomNESS -- gameplay is random between play sessions in any way.
-- PermaFAILURE -- player is responsible for his actions.
-- cRPG -- the game is a cRPG game
The last one may sound silly, but if I wouldn't include it, then games like Minesweeper could be clearly categorized as a roguelike xP.
/me voted for Classes or skills, Randomly generated levels, Turn based combat, Other.
I would however change them for Randomly Generated Environment (doesnt have to be 'levels') and Turn based interaction (not just combat) :P
Other stands for: Spatial Consistency (http://roguebasin.roguelikedevelopment.org/index.php?title=Spatial_Consistency)
I voted:
-Character advancement
-Randomly generated levels
-Turn based combat
-Other
At first, I also voted 'Line of sight', but after thinking about it for a moment, I realized what I really meant was exploration, hence my 'other' vote. In a roguelike, you're usually exploring a dungeon, wilderness, or some other previously unknown locale, coming across a wide variety of strange monsters, items with unknown powers, etc. Randomly generated enviroments tie into this - an important part of many roguelikes, and certainly of my enjoyment of them, is that you can never be sure what's around the next corner.
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