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Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: July 24, 2013, 09:08:59 pm »
When I was 8, my grandfather got a batch of floppy disks in that included something called "Hack". It was horrible to install (the week long struggle we had sorting out ANSI vs. NANSI is burned into my skull), but inevitably I was left alone in a gorgeous ascii world where mail daemons flitted about and I always starved to death or died drinking the wrong potion. I continued playing off and on through nethack until it's development stalled and eventually moved to DCSS, which seems like the proper successor to the franchise that started back in rogue.
So today, after 29 years of playing this game series, I finally won. My minotaur slung the Orb over his back, booked like Jehu, flicked off the demon hoards on his trail, and ascended. I could have done this decades ago if I wanted to, just hunkered down, screamed, "You and me, f'er!" and nailed the thing down, but I suppose that would have missed the point. Like DF, the story you follow has meaning because it can go anywhere and end so quickly. Pull the wrong switch, dig the wrong square, hold down the right arrow key to try and get through a section, BAM, it's all over. But it is an unfolding story pregnant with near infinite variation. The complexity, harshness, and finality have been the draws that make games like the Rogue-like continuum and DF worth the playing.
I only hope that I can get 3 decades of enjoyment, head-smacking/keyboard crushing frustration, and fulfillment out of DF as I have out of Rogue-likes. I'm off to have a Zottish drink.
So today, after 29 years of playing this game series, I finally won. My minotaur slung the Orb over his back, booked like Jehu, flicked off the demon hoards on his trail, and ascended. I could have done this decades ago if I wanted to, just hunkered down, screamed, "You and me, f'er!" and nailed the thing down, but I suppose that would have missed the point. Like DF, the story you follow has meaning because it can go anywhere and end so quickly. Pull the wrong switch, dig the wrong square, hold down the right arrow key to try and get through a section, BAM, it's all over. But it is an unfolding story pregnant with near infinite variation. The complexity, harshness, and finality have been the draws that make games like the Rogue-like continuum and DF worth the playing.
I only hope that I can get 3 decades of enjoyment, head-smacking/keyboard crushing frustration, and fulfillment out of DF as I have out of Rogue-likes. I'm off to have a Zottish drink.
