Difference between revisions of "Omega"
m |
m (inserted a missing "it") |
||
Line 4: | Line 4: | ||
|influences = ?? | |influences = ?? | ||
|released = late 1980s | |released = late 1980s | ||
|updated = | |updated = ?? | ||
|licensing = | |licensing = ?? | ||
|language = | |language = ?? | ||
|platforms = | |platforms = ?? | ||
|interface = ?? | |interface = ?? | ||
|length = | |length = ?? | ||
|site = http://www.alcyone.com/max/projects/omega/ | |site = http://www.alcyone.com/max/projects/omega/ | ||
}} | }} | ||
Line 15: | Line 15: | ||
Omega was authored by Laurence Brothers in the late 1980s. It was the first roguelike with a large countryside and extended plot development. | Omega was authored by Laurence Brothers in the late 1980s. It was the first roguelike with a large countryside and extended plot development. | ||
Unfortunately, Omega is probably best remembered for its unusual inventory system, which annoyed many players and potential players with its "up in the air slot" which required multi-step management for the simple task of picking up an item and storing in your pack. In addition to involving additional keystrokes, many found it counter-intuitive. Although must be admitted that it is probably more realistic in a simulationist sense, it does not match well to the way we actually think about our actions. | Unfortunately, Omega is probably best remembered for its unusual inventory system, which annoyed many players and potential players with its "up in the air slot" which required multi-step management for the simple task of picking up an item and storing in your pack. In addition to involving additional keystrokes, many found it counter-intuitive. Although it must be admitted that it is probably more realistic in a simulationist sense, it does not match well to the way we actually think about our actions. | ||
Omega had multiple possible win conditions, something that has been remembered favorably and possibly influenced [[ADOM]], which has several variant winning conditions. | Omega had multiple possible win conditions, something that has been remembered favorably and possibly influenced [[ADOM]], which has several variant winning conditions. |
Revision as of 07:10, 14 June 2009
Omega | |
---|---|
Major Roguelike | |
Developer | Laurence Brothers |
Theme | ?? |
Influences | ?? |
Released | late 1980s |
Updated | ?? |
Licensing | ?? |
P. Language | ?? |
Platforms | ?? |
Interface | ?? |
Game Length | ?? |
Official site of Omega |
About
Omega was authored by Laurence Brothers in the late 1980s. It was the first roguelike with a large countryside and extended plot development.
Unfortunately, Omega is probably best remembered for its unusual inventory system, which annoyed many players and potential players with its "up in the air slot" which required multi-step management for the simple task of picking up an item and storing in your pack. In addition to involving additional keystrokes, many found it counter-intuitive. Although it must be admitted that it is probably more realistic in a simulationist sense, it does not match well to the way we actually think about our actions.
Omega had multiple possible win conditions, something that has been remembered favorably and possibly influenced ADOM, which has several variant winning conditions.