You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
- A history lesson from John Harris, and
- What made the game so popular? How did it become so ubiquitous?
- The influence on Nethack on all of roguelikedom, and the old hack/band split
- What makes a game Nethacky? Interactions with everything (especially items), special cases, spoilers / learning the details, shop you can steal from...
- Who are the devteam? Will there ever be a new version?
- So many variants, with specific talk on Slash'Em, Nethack 4.0, UnNethack, SporkHack, and the interface-tweaked server version
- Grind, and the onus on the designer to remove beneficial grind instead of leaving players to choose
- Nethack's basis on D&D, including its many polearms (Gary Gygax loved them)
- The difficulty in removing features from games and the reactionary nature of communities
- Sokoban, grr!!
- Gehennom! *yawn*
- Nethack discussed as "the roguelike", both inside and outside the genre, such as in the That Was History's History of Rogue
- The disconnect between what developers hate yet players don't mind or actively embrace. Many devs are disparaging of Nethack yet players are still playing it in droves to this day.
- The toy/sandbox nature of Nethack, such that you can mess around in it a lot, giving the game extreme longevity
- The dated interface (almost unchanged in 20 years!) Will there ever be a good mobile version?
- The role of the alt.org server in keeping the community alive
- Project management, leadership and design goals in a large game's development
- Remembering the role of Izchak Miller
- The future of Nethack..? Why do people keep playing? Is it now an unchanging piece of history?
Join us next time on Roguelike Radio for potentially an end of the year show!