[net.games.rogue] nongraphic rogue

wetcw@pyuxa.UUCP (T C Wheeler) (06/20/84)

This is just a throwout question, but has anyone ever
given any thought to converting rogue to eliminate the
so-called graphics?  I find that the little squiggles,
dots, and such are a great hinderence to playing the
game and have thus not gone into it.  I like to imagine
where I am when I play adventure or dungeon type games.
Zork and a few others were great for the imagination.

Given the interesting complexity of rogue, why couldn't
it be converted to play like one of the no-graphics
games?  Most of the real information is in the text.
The graphics only tell you about some dangers.  This
could be handled very easily in text, plus it would
force the player to map his progress and think a
little more.

I just though I would throw this out for discussion.
Rogue seems to be very complicated game, but the
graphics, to me at least, seem too simple to do
the complexity justice.  Think of how challenging
the game would be if you didn't have to rely on
the blinking characters?

I believe, though this is just my understanding, that
an all text game would work on more machines and
terminals.  How about it rogueites, does anyone
care?
T. C. Wheeler

ab3@stat-l (Rsk the Wombat) (06/21/84)

	Actually, since rogue uses the Termcap descriptions of terminals,
it runs out just about any old terminal...

	...and I think the orignal idea of rogue was to create a
graphics-oriented "dungeon" type game...since there are already a lot
of text-oriented adventures around.

	Can you imagine trying to map the mazes in Rogue 5.3 when there
can be several on a level, several levels with mazes in a game, and they
*change* every game?  Geez, it'd take forever.

	'course, it already takes forever.  :-)
-- 
Rsk the Wombat
UUCP: { allegra, decvax, ihnp4, harpo, teklabs, ucbvax } !pur-ee!rsk
      { allegra, cornell, decvax, hplabs, ihnp4, ucbvax} !purdue!rsk

"Any sufficiently advanced bug is indistinguishable from a feature."

rh@mit-eddie.UUCP (Randy Haskins) (06/21/84)

I can't believe that anyone would consider requesting such a thing!!!
The only reason I started playing Rogue is because I found the concept
to be about 1000 times as clever as that of Bork (excuse me, Zork).
Sorry, I'm not that impressed with the concept of text adventure
(I know a bunch of the people who wrote the original Zork, they're
okay guys, I suppose....).  Call me jaded.  Call me spoiled.  I played
D&D for a while until I got bored by the incredibly long cycle time.
I played Zork for a very short time until I got bored with the fact
that it's the same problem/situation forever.  If any of my
(probably former after this note) friends at InfoComm see this,
sorry guys...
-- 
Randwulf  (Randy Haskins);  Path= genrad!mit-eddie!rh

barmar@mit-eddie.UUCP (Barry Margolin) (06/22/84)

I think that a non-graphic version of rogue would be extremely boring.
The original mentioned that rogue takes away the fun of mapping.  I
think that you would spend most of your time drawing on graph paper,
doing exactly what rogue spends its time doing for you.  Rogue is fun
the way it is because you can quickly run around the maze.  If you had
to do all the bookkeeping yourself it would take forever.  Twenty-six
levels and back would be a project for a week's vacation, rather than a
way to waste a night.
-- 
			Barry Margolin
			ARPA: barmar@MIT-Multics
			UUCP: ..!genrad!mit-eddie!barmar

johnc@dartvax.UUCP (John Cabell) (06/22/84)

I realize that some people may not like the idea of a non-graphic
rogue, but I think it's a good idea.  It wouldn't be anything like
Zork or any of those games, because it would be a different dungeon
every time.

"In front of you is a 7 by 10 hex room.  Over in the corner can be seen
a sleeping Ice monster.  On the floor is a ring."

Try that on for size. :->

--johnc
     [ astrovax, linus, decvax, cornell ] ! dartvax ! johnc

nonh@utzoo.UUCP (Chris Robertson) (06/24/84)

If you produce non-graphic rogue, it will no longer be rogue.  The main
attraction is that it builds the dungeon right before your eyes!  Having
to map it yourself would be such a drag most addicts would be cured at
once ... ulp!  What have I SAID ...! :-)

--chris

grw@fortune.UUCP (Glenn Wichman) (06/26/84)

>The only reason I started playing Rogue is because I found the concept
>to be about 1000 times as clever as that of Bork (excuse me, Zork).
>Sorry, I'm not that impressed with the concept of text adventure
>(I know a bunch of the people who wrote the original Zork, they're
>okay guys, I suppose....).  Call me jaded.  Call me spoiled.  I played
>D&D for a while until I got bored by the incredibly long cycle time.
>I played Zork for a very short time until I got bored with the fact
>that it's the same problem/situation forever. 
>-- 
>Randwulf  (Randy Haskins);  Path= genrad!mit-eddie!rh

    Interesting -- that's exactly the reason we WROTE rogue in the
    first place.  By the way, those of you out there tired of
    D&D due to long cycle time should play IMPROMTU.  I'll send
    rules of the game to those interested, or post them if there
    is enough interest.  It really is a different sort of role-
    playing game from D&DChampionsTravelerRuneQuestBlahblahblah.

						-Glenn