
24: Going Rogue with Glenn Wichman (Rogue)
Eggplant: The Secret Lives of Games
00:00
The Complexity of Roguelikes
I was wondering if you could just talk a little bit about how the key design happened. We basically just took what worked on Unix and put it on a PC and figured that's what everybody wanted. I think we didn't have a discussion of you know what should our input paradigm be. But we were. Again we had been creating text adventures for each other so I would create one and Michael would play it and Michael would create where and I would play it. And yes rogue is very straightforward there's no character classes. There's no shops there's no you know there's just one player. It feels sort of like a flight simulator but you're piloting a person.
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