I started recording the latest Roguelike Radio podcast (on Imbroglio) at 4:40 am in order to accomodate both UK and US based guests which is why I have such a slow start to the show.
One point I touched on is how Imbroglio has the ingredients of a roguelike with a very different set of outcomes, which justifies Michael Brough's labelling of it as 'roguelike?'. This missing piece is close to the tactics versus strategy debate but it doesn't fall on the same axis. It's also close to a puzzle form but it isn't just procedural puzzle solving. I'd like to label it "improvisation" because it feels very much like improvisation (in theatre) or how I imagine musical improvisation plays out. Imbroglio has improvisation, but the core design discourages it in some of the ways we talked about (at the level I'm playing at).
I don't think I've seen anyone write clearly about improvisation in depth in the context of game play (Feel free to point me to articles I may have missed) except perhaps relating to Far Cry 2. More significantly, I'm not sure if there are games which have improvisation as their primary mechanic (Spelunky?) and I'd be interested in hearing about whether there are any games which do so.
Sunday, 20 November 2016
4:40 am
Posted by Andrew Doull at 14:50
Labels: imbroglio, podcasts, roguelike radio
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment