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Author Topic: What if Bay 12 designed a Roguelike Horror Game?  (Read 1872 times)

Yoink

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Re: What if Bay 12 designed a Roguelike Horror Game?
« Reply #15 on: September 06, 2014, 09:31:31 pm »

(Let's not argue about what is or isn't a Roguelike.)


I think we'd end up with a lot of grand, unique ideas and very little in the way of cohesion or implementation. :P
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pisskop

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Re: What if Bay 12 designed a Roguelike Horror Game?
« Reply #16 on: September 06, 2014, 09:34:03 pm »

I've always been a bigger fan of disturbing and suspenseful over 'horror.  Due to the dark nature of the upper forums and DF flexibility yin general.  Also randomly generated jump scares just grow old.
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EnigmaticHat

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Re: What if Bay 12 designed a Roguelike Horror Game?
« Reply #17 on: September 06, 2014, 09:42:23 pm »

It would be the more recent versions of Cataclysm :P
« Last Edit: September 06, 2014, 10:02:50 pm by EnigmaticHat »
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Vector

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Re: What if Bay 12 designed a Roguelike Horror Game?
« Reply #18 on: September 06, 2014, 09:59:08 pm »

.
« Last Edit: August 20, 2017, 11:20:39 am by Vector »
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EnigmaticHat

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Re: What if Bay 12 designed a Roguelike Horror Game?
« Reply #19 on: September 07, 2014, 01:24:52 am »

*Shrug*. You can play ours, if you like.

That was really good.  It captured the whole "why would you willingly put yourself through that?" aspect of fantasy adventures.
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MetalSlimeHunt

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Re: What if Bay 12 designed a Roguelike Horror Game?
« Reply #20 on: September 07, 2014, 03:44:04 am »

I felt the Alien Roguelike did a horror element acceptably, through careful use of music and SFX combined with a dark scheme and less common (by Roguelike standards) but hyper-deadly enemies.

A horror roguelike should focus on the kind of horror that can be invoked by this genre: A real risk of loss through permadeath, with said risk being strung out through tense situations in an unfriendly atmosphere. The "shit, shit, what do I do to survive this and not lose hours/days of carefully planned effort" or "if Scenario A is behind this door I can mop the floor with it, but on the off chance Scenario B is behind this door I'm in a bad spot, and if the Stars Are Right and Scenario C is behind this door I'm almost certainly dead and need to flee". No traditional jump scares ever, please. That should hold true for virtually all horror, it's an utter fucking banality that makes it such a degenerated genre.

Since tension creation is important in this, a turn timer might be something to consider, at least for a Hard Mode (again, by Roguelike standards).

Mind you, I have exactly zero belief that anything concrete will ever come from this thread, but I enjoy creative exercises like these.
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Playergamer

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Re: What if Bay 12 designed a Roguelike Horror Game?
« Reply #21 on: September 07, 2014, 10:50:31 am »

yo b12, where's my serial killer roguelike. thanks.
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Re: What if Bay 12 designed a Roguelike Horror Game?
« Reply #22 on: September 07, 2014, 11:34:59 am »

Same place every community gamewank went. 

Maaan, I'm playing a horror roguelike right now!  It's not especially horrifying but it is fun.  I'll probably make a thread about it.
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