
Civilization games are the best example of this, but there you have the fallback of autosaves. Failure to do so will put the player at a severe disadvantage, or kill them. There's attention to detail difficulty, which requires players to micromanage and keep track of a large amount of data. Nevertheless, you could still argue it exists in some strategy games at the highest difficulty where only certain paths will be successful (Civ IV on deity for example) This is generally considered a "not fun" kind of difficulty, and most games avoid it. King's Quest V was a perfect example of this kind of difficulty. Sometimes missing one time events early on winds up in death. There's also the idea of "build" difficulty, which I define as requiring you to do certain steps early on in anticipation of later events. Many of the old roguelikes have this sort of difficulty (DCSS, Angband, Tome v4 all have it). The mistake can be anything from clicking the wrong key, to missing a danger prompt. Games have all sorts of types of difficulty, so it really depends on what kind of difficulty you are looking for.įor example there's attentiveness difficulty, where the game essentially waits for you to make a mistake and then punishes you severely for that mistake. Prior to Meridian 59 (the first graphical MMORPG I'd played), LPMuds were so much fun! Then filter down to something that sounds fun to try and have at it. Someone might make a better suggestion, or perhaps Google a site like that tries to keep a current list. I also like that they implemented a visual ascii map for the character, which is remeniscent in ways of a RL. You could break into players' homes and attempt to rob their chests. īack in the day, I can't tell you how much had I had with friends on that mud. It's come a long way, but I can't attest to how fun it is at the present. I periodically log in to keep my character active, and he's been going strong since 1991 or so. However, for complexity and longevity, you might check out Batmud. (I remember the perma-death Everquest server.and the frustration of dying when zoning into an area!). There might be too many factors to make that too masochistic to be fair. I can't recommend one based on difficulty, although I'd imagine someone, somewhere had the notion of a harder mode of allowing one life only. Most people don't find that enjoyable though. If you wanted to, you could take a relatively simple game like DCSS and make mathematical tables determining the optimal build/skill order vs all of the common enemy types, list detailed, turn by turn strategies for dealing with pitfalls, and take into account statistical analysis of the probabilities of obtaining items you could use in your build - all for the purpose of playing in the absolutely optimal way. But, honestly, how complicated something is can increase exponentially with the level of analysis you are willing to put in. In terms of video games in general, the most crazy deep game I've ever played was a strategy game called Space Empires 5. Dwarf fortress is the most complicated roguelike that is commonly played. The problem with these things is that people naturally get bored with games like these and so the definition of what is hardcore just keeps on shifting further along the spectrum. Roguelike Radio podcast for all things roguelike-y.
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The ArchiveRL project, building a complete archive of roguelikes.A torrented bundle of many many roguelikes.Find more awesome roguelikes at RogueBasin.Posts simply linking to or mentioning games will be removed, especially in relation to "roguelike-likes". Video reviews/plays of "roguelikelikes" will be removed. Limit (self-)promotional material to once per three months, especially when not relating to traditional roguelikes.Whether it's ADOM, IVAN or (arguably) Dwarf Fortress, let's talk about it!
