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NOTE: As Stuntaneous correctly points out, the original mod for Team Fortress released in 1996 (something I was not aware of) which was before many of the big MMORPGs. I'd argue the class-based design of such games can still be traced back to the asymmetric balance of multiplayer RPGs and/or MUDs, if not MMORPGS directly.
Roguelike games are a cornerstone of the indie scene, with a whole slew of games born from its genealogy. The Architect unpacks some questions about how we think not just about roguelikes, but about genre as a whole, and proposes a new way we can think about genre to better facilitate creativity and experimentation in gaming.
You Watched:
Spelunky- 2008
Crypt of The Necrodancer- 2015
Rogue Legacy- 2013
Darkest Dungeon- 2016
Faster Than Light- 2012
Risk of Rain- 2013
Rogue- 1980
Yooka laylee- 2017
Poly Bridge- 2016
Killing Floor 2-2016
Zork 1- 1980
HITMAN- 2016
Mario Kart 8-2014
Steamworld Heist- 2015
Dungeons of Dredmor- 2011
Final Fantasy 14 a Realm Reborn- 2013
Fallout 4- 2015
Sonic the Hedgehog 2-1992
Dreamquest- 2014
Gigantic-2017
Interesting Links:
GMTK- Do we need a Soulslike Genre: https://www.youtube.com/watch?v=Lx7BWayWu08
Errant Signal- 0451: https://www.youtube.com/watch?v=zAtAyycx-uY
Spelunky by Derek Yu- https://bossfightbooks.com/products/spelunky-by-derek-yu
Soundtrack Links:
https://benprunty.bandcamp.com/album/ftlhttps://phlogiston.bandcamp.com/album/spelunkyhttps://chrischristodoulou.bandcamp.com/album/risk-of-rain
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