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	<title>Comments on: A long history of dumbing down roguelikes</title>
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	<link>http://www.cydeweys.com/blog/2007/09/02/a-long-history-of-dumbing-down-roguelikes/</link>
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		<title>By: Jeff Lait</title>
		<link>http://www.cydeweys.com/blog/2007/09/02/a-long-history-of-dumbing-down-roguelikes/comment-page-1/#comment-30727</link>
		<dc:creator>Jeff Lait</dc:creator>
		<pubDate>Thu, 03 Jul 2008 17:17:46 +0000</pubDate>
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		<description>Fortunately, the DS is not limited to commercial roguelikes.  For lovers of Nethack, I must shamelessly promote my own endeavour, POWDER, in which I did not shy from trying to reach for Nethack&#039;s complexity.  Since that was true when my target was the GBA rather than the DS, I don&#039;t think anyone can claim that the handheld form factor somehow reduces complexity.

On that note, Nethack exists for the DS.

For an overview of handheld roguelikes: http://roguebasin.roguelikedevelopment.org/index.php?title=List_of_handheld_roguelikes

arensb&#039;s point is good explanation of the problem, however.  Making a complicated roguelikes requires layers after layers of polish.  This isn&#039;t something you can just throw more people at - you need to spend time.  And then, if successful, and you make a game people can play for years, where is your revenue stream?  The answer I think has to be to treat the roguelike more of a service and somehow get people subscribed to it.  This then becomes like a single-player MMORPG where you pay a subscription fee to receive a constant stream of updates.</description>
		<content:encoded><![CDATA[<p>Fortunately, the DS is not limited to commercial roguelikes.  For lovers of Nethack, I must shamelessly promote my own endeavour, POWDER, in which I did not shy from trying to reach for Nethack&#8217;s complexity.  Since that was true when my target was the GBA rather than the DS, I don&#8217;t think anyone can claim that the handheld form factor somehow reduces complexity.</p>
<p>On that note, Nethack exists for the DS.</p>
<p>For an overview of handheld roguelikes: <a href="http://roguebasin.roguelikedevelopment.org/index.php?title=List_of_handheld_roguelikes" rel="nofollow">http://roguebasin.roguelikedevelopment.org/index.php?title=List_of_handheld_roguelikes</a></p>
<p>arensb&#8217;s point is good explanation of the problem, however.  Making a complicated roguelikes requires layers after layers of polish.  This isn&#8217;t something you can just throw more people at &#8211; you need to spend time.  And then, if successful, and you make a game people can play for years, where is your revenue stream?  The answer I think has to be to treat the roguelike more of a service and somehow get people subscribed to it.  This then becomes like a single-player MMORPG where you pay a subscription fee to receive a constant stream of updates.</p>
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		<title>By: arensb</title>
		<link>http://www.cydeweys.com/blog/2007/09/02/a-long-history-of-dumbing-down-roguelikes/comment-page-1/#comment-9274</link>
		<dc:creator>arensb</dc:creator>
		<pubDate>Mon, 08 Oct 2007 16:54:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.cydeweys.com/blog/index.php/2007/09/02/a-long-history-of-dumbing-down-roguelikes/#comment-9274</guid>
		<description>One cynical explanation is that putting in complexity means added development and testing costs. And if your company or industry is built around releasing a new product every six months, you want people buying your latest product, not playing an old product for years and years.</description>
		<content:encoded><![CDATA[<p>One cynical explanation is that putting in complexity means added development and testing costs. And if your company or industry is built around releasing a new product every six months, you want people buying your latest product, not playing an old product for years and years.</p>
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		<title>By: Gordon</title>
		<link>http://www.cydeweys.com/blog/2007/09/02/a-long-history-of-dumbing-down-roguelikes/comment-page-1/#comment-8094</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Fri, 07 Sep 2007 22:42:48 +0000</pubDate>
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		<description>Real men log in to the nethack server on a Mac SE connected through a purple shoebox.</description>
		<content:encoded><![CDATA[<p>Real men log in to the nethack server on a Mac SE connected through a purple shoebox.</p>
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