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Synopsis & Useful Links
- Interactions with the sink in Nethack
- Developing flavour and interest in game content using kitchen sink design
- Hand crafted flavour (eg. Dwarf Fortress) vs procedurally generated content
- 'If statement' technical design of Nethack
- Tanya Short - Writing Modular Characters for System-Driven Games
- The modern roguelike design ethos of anti-kitchen sink (eg. Brogue, DoomRL, Hoplite)
- Kitchen sink complexity vs modern design simplicity
- Nethack and kitchen sink designs influence on how roguelikes are perceived
- Supermassive roguelikes - Dwarf Fortress Adventure Mode, GenRogue, Ultima Ratio Regum, Caves of Qud, Catatclysm DDA
- Games rich in procedural generation and balancing the effective limits (random noise vs flavourful content)
- Alexei’s favourite kitchen sink mechanic: Nethack’s kitchen sink
- Darren's favourite kitchen sink mechanic: Choking to death on your own vomit if paralysed whilst sick in ADOM
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ReplyDeleteNice. I actually just came on the page due to something that happened recently, in the industry, concerning a Roguelite. (Most notably, the Crypt of the NecroDancer getting the official keys to produce a game with the Zelda license after the success of their first game)
DeleteStill. I remember playing Nethack first back in the 90s and seeing so much stuff being added as it went. Oddly enough, there was still so many gameplay Easter eggs I never discovered, at the time. I still kind of played Nethack more at the basic strategy level and tried not to bother with stuff that had a degree of random-ness to me. Random gets me killed and usually, the more I could avoid it, the better. Still, it was fun to experiment. Like the classic levitation and then kick the thing in front of you. Alas, it’s been a while since I last played it, giving more time to DCSS these days.
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ReplyDeleteIn a post-internet world where guides are simply a click away, it seems kitchen sink design has lost its charm. In the old days, the only way to understand a system was to rigorously poke and prod at it. These days, understanding of a kitchen sink game system can easily be found in a wiki page. This is why proc generation is a lot more interesting to me. I would even go so far as to say that the recent popularity of proc generation today has evolved as a necessity to prevent players from "cheating" with guides.
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