Difference between revisions of "Categories"

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(→‎Evolutionary Branch Classification: remove obvious rogue parenthetical; NetHack inspired Diablo's developers, calling it Bandish seems a stretch ; clarify language ; logic seems muddled)
m (→‎Evolutionary Branch Classification: Added ToME and ZAngband to the tree, they deserve it. Removed wiki links when already mentionned in the section.)
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These are the two main evolutionary branches taken from [[Rogue]]. Of course, many roguelikes belong to neither, especially more recent games which often borrow from other genres, such as simulation and strategy.
These are the two main evolutionary branches taken from [[Rogue]]. Of course, many roguelikes belong to neither, especially more recent games which often borrow from other genres, such as simulation and strategy.


*[[Hacklike]]. These games take inspiration primarily from the [[Hack]] and its descendent. [[NetHack]] is the most advanced in this genre. [[ADOM]] and [[Crawl]] may also be considered Hacklikes.
*[[Hacklike]]: these games take inspiration primarily from [[Hack]] and its descendants. [[NetHack]] is the most advanced in this genre. [[ADOM]] and [[Crawl]] may also be considered hacklikes.
*[[Band]]. These are games take inspiration from [[Moria]] and its descendent. Properly, this term would only refer to [[Angband]] and its variants (see [[Angband Variants]]), but one can extend it to other games with similar playstyle. Many consider [[Diablo]] to be a Band.
*[[Band]]: these are games which take inspiration from [[Moria]] and its descendants. Properly, this term would only refer to [[Angband]] and its [[Angband variants|variants]], but one can extend it to other games with similar playstyle. Many consider [[Diablo]] to be a band.


Another approach is to build a tree of roguelike evolution. In some cases, it may be clear that one roguelike derives from another. For example, [[NetHack]] was built atop [[Hack]], so its lineage seems clear.  Other times, determining relations proves more difficult.  Where does [[ADOM]] fit?  It appears to be a [[Hacklike]], but does not share its codebase with any other game. Similarly, [[Avanor]] adopts the gameplay, but not the actual code, of [[ADOM]].
Another approach is to build a tree of roguelike evolution. In some cases, it may be clear that one roguelike derives from another. For example, NetHack was built atop Hack, so its lineage seems clear.  Other times, determining relations proves more difficult.  Where does ADOM fit?  It appears to be a hacklike, but does not share its codebase with any other game. Similarly, [[Avanor]] adopts the gameplay, but not the actual code, of ADOM.


<code>
                  [[Rogue]]
              [[Rogue]]
        ____________|_____________
    ____________|_____________
      |    |      |            |
    |    |      |            |
    [[Moria]]  [[Larn]]  [[Omega]]        [[Hack]]
  [[Moria]]  [[Larn]]  [[Omega]]        [[Hack]]
      |            |            |
    |            |            |
    [[Angband]]        |          [[NetHack]]
[[Angband]]        |          [[NetHack]]
    ___|___        |  __________|__________
                |  __________|__________
  |      |        |  |    |        |      |
                |  |    |        |      |
[[ToME]]  [[ZAngband]]    [[ADOM]]  [[Zap'm]]  [[SLASH'EM]]  [[Crawl]]
                [[ADOM]]  [[Zap'm]]  [[SLASH'EM]]  [[Crawl]]
   
   
   
   
  ''Schematic family tree of popular roguelike games, showing inheritance by play style.''
  ''Schematic family tree of popular roguelike games, showing inheritance by play style.''
</code>


Forming a series of differentiators might offer a standard nomenclature for describing roguelikes from which one might construct taxonomic groups of roguelikes.
Forming a series of differentiators might offer a standard nomenclature for describing roguelikes from which one might construct taxonomic groups of roguelikes.


List of Differentiators:
List of differentiators:
* Plot vs. Plotless.  A plot-based roguelike sports a non-trivial plot. Note that quests ("kill the bad guy at the bottom", etc.) do not a non-trivial plot make. Plot-based roguelikes would include [[ADOM]] and [[Gearhead]].
* [[Plot]] vs. Plotless: a plot-based roguelike sports a non-trivial plot. Note that quests ("kill the bad guy at the bottom", etc.) don't make a non-trivial plot. Plot-based roguelikes would include ADOM and [[Gearhead]].
* Dungeon Persistence.  Persistent dungeons impact gameplay in many ways. They lead to finite in-game resources countered by unlimitted storage capacity (assuming object peristence, as well). They also leave few alternatives to confronting difficult obstacles and foes. Pacing thus differs radically, and this becomes a significant differentiator. [[ADOM]], despite the infinite dungeon, would fall into this camp. [[Band]]s are almost uniformly non-persistent.
* [[Dungeon persistence]]: persistent dungeons impact gameplay in many ways. They lead to finite in-game resources countered by unlimitted storage capacity (assuming object persistence, as well). They also leave few alternatives to confronting difficult obstacles and foes. Pacing thus differs radically, and this becomes a significant differentiator. ADOM, despite the infinite dungeon, would fall into this camp. Bands are almost uniformly non-persistent.
* Equipment Upgrade Path.  How likely are you to finalize a piece of equipment early in your game? [[Band]]s tend to have a deep upgrade cycle, where a large portion of the game lies in choosing when and how to upgrade. [[Hacklike]]s tend to have a trivial equipment upgrade, where the difficulty lies in acquiring equipment rather than in deciding whether to use it.
* [[Equipment]] upgrade path: how likely are you to finalize a piece of equipment early in your game? Bands tend to have a deep upgrade cycle, where a large portion of the game lies in choosing when and how to upgrade. Hacklikes tend to have a trivial equipment upgrade, where the difficulty lies in acquiring equipment rather than in deciding whether to use it.
* Inventory Size.  A relatively wide spectrum is present here. [[Band]]s often have fixed inventory slots that make this an important part of the game. However, [[NetHack]] also has limited inventory &mdash; 52 slots or so, until one acquires a bag. Even with a bag, items stored therein are not within ready reach. [[ADOM]], by contrast, allows one to cart along pages of inventory provided one has the Strength of Atlas.
* [[Inventory]] size: a relatively wide spectrum is present here. Bands often have fixed inventory slots that make this an important part of the game. However, NetHack also has limited inventory &mdash; 52 slots or so, until one acquires a bag. Even with a bag, items stored therein are not within ready reach. ADOM, by contrast, allows one to cart along pages of inventory provided one has the strength of Atlas.
* Dungeon Size.  Do dungeon levels fit on one screen? Most [[Band]]s make levels that do not fit on a screen. [[Hacklike]]s tend to fit on one screen. Note that [[Crawl]] represents an exception to this. There are important gameplay differences when one can see the entire dungeon at the same time. Consider the effect on Detect Monster like spells. (While [[ADOM]] resizes to fit the screen, note that it will always fit the screen!)
* [[Dungeon]] size: do dungeon levels fit on one screen? Most bands make levels that do not fit on a screen. Hacklikes tend to fit on one screen. Note that [[Crawl]] represents an exception to this. There are important gameplay differences when one can see the entire dungeon at the same time. Consider the effect on "Detect Monster"-like spells. (While ADOM resizes to fit the screen, note that it will always fit the screen!)
* Wilderness.  Is there a wilderness area outside of the dungeon? [[ZAngband]] and [[ADOM]] are examples of this.
* [[Wilderness]]: is there a wilderness area outside of the dungeon? [[ZAngband]] and ADOM are examples of this.
* Town with Supplies.  Are there surface towns that carry needed adventuring supplies?
* [[Town]] with supplies: are there surface towns that carry needed adventuring supplies?


We can thus create the following adhoc categories:
We can thus create the following adhoc categories:
* [[Hacklike]] - Persistent Dungeons, Little Equipment Upgrade Path, Large Inventory Size, Single Screen Dungeon Size, No Town With Supplies
* Hacklike: persistent dungeons, little equipment upgrade path, large inventory size, single screen dungeon size, no town with supplies
* [[Band]] - Non-Persistent Dungeons, Equipment Upgrade Path, Limitted Inventory Size, Multi Screen Dungeons, Town with Supplies.
* Band: non-persistent dungeons, equipment upgrade path, limitted inventory size, multi screen dungeons, town with supplies.
* ADOMlike - [[Hacklike]] + Plot + Wilderness
* ADOMlike: hacklike + plot + wilderness
* ZAngbandLike - [[Band]] + Wilderness
* ZAngbandlike:-Band + wilderness

Revision as of 13:32, 25 May 2005

Official Development State classification

  • Major Roguelikes: Time-tested and found worthy of attention; foremost representatives of the genre.
  • Stable games: Playable games in their given state, merely lacking the fanbase to enter the ranks of the majors.
  • Beta Projects: In general release, but not yet considered to be complete. Players are cautioned to expect and possibly await more polished releases.
  • Alpha Projects: Proof of concept releases; generally unplayable.
  • Talkie Talkie Projects: Projects under discussion for which no actual code or executable has circulated.

Roguelike engines

There also exist RogueLike Engines, which in and of themselves are not games, but offer the means to construct new games.

Evolutionary Branch Classification

These are the two main evolutionary branches taken from Rogue. Of course, many roguelikes belong to neither, especially more recent games which often borrow from other genres, such as simulation and strategy.

  • Hacklike: these games take inspiration primarily from Hack and its descendants. NetHack is the most advanced in this genre. ADOM and Crawl may also be considered hacklikes.
  • Band: these are games which take inspiration from Moria and its descendants. Properly, this term would only refer to Angband and its variants, but one can extend it to other games with similar playstyle. Many consider Diablo to be a band.

Another approach is to build a tree of roguelike evolution. In some cases, it may be clear that one roguelike derives from another. For example, NetHack was built atop Hack, so its lineage seems clear. Other times, determining relations proves more difficult. Where does ADOM fit? It appears to be a hacklike, but does not share its codebase with any other game. Similarly, Avanor adopts the gameplay, but not the actual code, of ADOM.

                 Rogue
       ____________|_____________
      |     |      |             |
    Moria  Larn  Omega         Hack
      |            |             |
   Angband         |          NetHack
   ___|___         |   __________|__________
  |       |        |  |    |        |       |
ToME  ZAngband     ADOM  Zap'm  SLASH'EM  Crawl


Schematic family tree of popular roguelike games, showing inheritance by play style.

Forming a series of differentiators might offer a standard nomenclature for describing roguelikes from which one might construct taxonomic groups of roguelikes.

List of differentiators:

  • Plot vs. Plotless: a plot-based roguelike sports a non-trivial plot. Note that quests ("kill the bad guy at the bottom", etc.) don't make a non-trivial plot. Plot-based roguelikes would include ADOM and Gearhead.
  • Dungeon persistence: persistent dungeons impact gameplay in many ways. They lead to finite in-game resources countered by unlimitted storage capacity (assuming object persistence, as well). They also leave few alternatives to confronting difficult obstacles and foes. Pacing thus differs radically, and this becomes a significant differentiator. ADOM, despite the infinite dungeon, would fall into this camp. Bands are almost uniformly non-persistent.
  • Equipment upgrade path: how likely are you to finalize a piece of equipment early in your game? Bands tend to have a deep upgrade cycle, where a large portion of the game lies in choosing when and how to upgrade. Hacklikes tend to have a trivial equipment upgrade, where the difficulty lies in acquiring equipment rather than in deciding whether to use it.
  • Inventory size: a relatively wide spectrum is present here. Bands often have fixed inventory slots that make this an important part of the game. However, NetHack also has limited inventory — 52 slots or so, until one acquires a bag. Even with a bag, items stored therein are not within ready reach. ADOM, by contrast, allows one to cart along pages of inventory provided one has the strength of Atlas.
  • Dungeon size: do dungeon levels fit on one screen? Most bands make levels that do not fit on a screen. Hacklikes tend to fit on one screen. Note that Crawl represents an exception to this. There are important gameplay differences when one can see the entire dungeon at the same time. Consider the effect on "Detect Monster"-like spells. (While ADOM resizes to fit the screen, note that it will always fit the screen!)
  • Wilderness: is there a wilderness area outside of the dungeon? ZAngband and ADOM are examples of this.
  • Town with supplies: are there surface towns that carry needed adventuring supplies?

We can thus create the following adhoc categories:

  • Hacklike: persistent dungeons, little equipment upgrade path, large inventory size, single screen dungeon size, no town with supplies
  • Band: non-persistent dungeons, equipment upgrade path, limitted inventory size, multi screen dungeons, town with supplies.
  • ADOMlike: hacklike + plot + wilderness
  • ZAngbandlike:-Band + wilderness