Difference between revisions of "Category:Coffeebreak roguelikes"

From RogueBasin
Jump to navigation Jump to search
 
(5 intermediate revisions by 5 users not shown)
Line 1: Line 1:
[[#list|Jump to list]]
== History ==
== History ==


Line 16: Line 17:
  > 6) What do you consider a "must" to be left and not changed?
  > 6) What do you consider a "must" to be left and not changed?
   
   
  The coffee-break rougelike style. It is unique and the biggest strength  
  The coffee-break roguelike style. It is unique and the biggest strength  
  of your game, imho. We have an army of rougelikes with 80 pages of  
  of your game, imho. We have an army of roguelikes with 80 pages of  
  documentation, 15,000 skills, 900.5 races and multi-classing. It is very  
  documentation, 15,000 skills, 900.5 races and multi-classing. It is very  
  nice to have one that you can get into in 5 minutes and have a quick  
  nice to have one that you can get into in 5 minutes and have a quick  
  game-session anytime without "mentally-preparing" yourself. Simplicity  
  game-session anytime without "mentally-preparing" yourself. Simplicity  
  is bliss.
  is bliss.
Coffeebreak roguelike definition and design was discussed in-depth on Episode 36 of [[Roguelike Radio]].


== Definition ==
== Definition ==


There is no formal definition of whether a roguelike is coffee-break or not.  There may be even people that consider [[NetHack]] one of those. The above message by Artagas might be a starting point. General guidelines might look like this:
There is no formal definition of whether a roguelike is coffee-break or not.  There are even some that would consider [[NetHack]] to be a coffee-break roguelike. The above message by Artagas might be a starting point. General guidelines might look like this:


* One can jump into the game as is - no reading of manuals, no learning of the keybindings
* One can jump into the game with little to no preparation - no reading of manuals, no learning of the keybindings
* The game is simple to learn (but may be hard to master)
* The game is simple to learn (but may be hard to master)
* The game focuses on quality of elements instead of quantity
* The game focuses on quality of elements instead of quantity
Line 33: Line 36:
* A typical gameplay session is below an hour
* A typical gameplay session is below an hour


Also the following might be considered valid but not exactly neccessary features:
Also the following might be considered valid but not exactly necessary features:


* Screen sized levels
* Screen sized levels
Line 39: Line 42:
* No need/option to save game
* No need/option to save game


<span id="list">
[[Category:roguelike games]]
[[Category:roguelike games]]

Latest revision as of 01:04, 3 July 2016

Jump to list

History

Many people generally consider roguelike games as a coffee-break game. Reference to this aspect of roguelikes is quite old -- the oldest one (most closest to the current "definition") that could be found on the Usenet (by Kornelis Sietsma):

>- Why do you like playing these games?

Well, one big factor for me is the fact that they tend not to tie up a
machine, or a person, for any length of time.  They are great for that
15 minute coffee break at work, or while waiting for a long slow
compile to finish.  This seriously is a major reason I keep coming
back to such games.  You can't play Quake in a window and still
pretend to yourself that you are getting some work done!  :)

Many people argue though, that most roguelikes need a lot of focus and concentration to be played effectively. Also, most roguelikes are realy long games. Hence first in reference to DoomRL was that term applied as a sub-genre of roguelikes. Attribute should probably go to Artagas, for the following DoomRL related message:

> 6) What do you consider a "must" to be left and not changed?

The coffee-break roguelike style. It is unique and the biggest strength 
of your game, imho. We have an army of roguelikes with 80 pages of 
documentation, 15,000 skills, 900.5 races and multi-classing. It is very 
nice to have one that you can get into in 5 minutes and have a quick 
game-session anytime without "mentally-preparing" yourself. Simplicity 
is bliss.

Coffeebreak roguelike definition and design was discussed in-depth on Episode 36 of Roguelike Radio.

Definition

There is no formal definition of whether a roguelike is coffee-break or not. There are even some that would consider NetHack to be a coffee-break roguelike. The above message by Artagas might be a starting point. General guidelines might look like this:

  • One can jump into the game with little to no preparation - no reading of manuals, no learning of the keybindings
  • The game is simple to learn (but may be hard to master)
  • The game focuses on quality of elements instead of quantity
  • It may be completed in a time period that would be considered "short" - something like up to a few hours
  • A typical gameplay session is below an hour

Also the following might be considered valid but not exactly necessary features:

  • Screen sized levels
  • Limited inventory
  • No need/option to save game

Pages in category "Coffeebreak roguelikes"

The following 200 pages are in this category, out of 241 total.

(previous page) (next page)
(previous page) (next page)