
Roguelike Radio Episode 33: Interview with Thomas Biskup, creator of ADOM
May 8, 2012
Thomas Biskup, the mastermind behind ADOM and ADOM II, shares insights from his decades-long journey in game development. He discusses the intricate balance of randomness and player choices that shapes roguelike experiences. Biskup highlights the immersive weapon skill system and the community's vibrant role in evolving ADOM, especially with its sequel. He reveals how enduring mysteries, like the Scroll of Omnipotence, enhance gameplay intrigue while reflecting on the challenges and excitement of juggling development alongside personal life.
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Episode notes
Hobby Project Turned Global Roguelike
- Thomas Biskup started ADOM as a hobby project to learn C while at university.
- He never expected thousands of players and still finds that surreal and inspiring.
Creator Who Never Finishes His Own Game
- Thomas admits he has never honestly won his own game and often interrupts play to add features.
- Playing ADOM for him usually leads to coding new ideas rather than long play sessions.
Randomness And Permadeath Drive Engagement
- Thomas was drawn to roguelikes for randomness and permadeath more than simulation of tabletop D&D.
- He valued replayability and excitement from permanent consequences over multiplayer replacement.
