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Rogue (video game)

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Rogue is a landmark dungeon-crawling video game that changed how developers think about replayability.

Rogue Screenshot
Rogue Screenshot

Created by Michael Toy and Glenn Wichman, the game tasks players with controlling an adventurer exploring a deep dungeon. The ultimate goal is to reach the lowest level, retrieve the Amulet of Yendor, and return to the surface. To succeed, players must navigate dangerous environments and battle various monsters. This experience is defined by two core mechanics: procedural generation and permadeath. These features ensure that every playthrough is unique and that every decision carries significant weight.

The game functions through a system of procedural generation. Instead of using a fixed, pre-designed map, the computer builds the dungeon layout for each new session. The developers used a method where each level begins as a 3x3 grid of potential rooms. The computer then places rooms of different sizes into this grid and connects them with hallways, T-forks, or winding passageways. Sometimes, the computer may even place a maze in place of a room on lower levels. This mathematical approach means that no two adventures are ever identical in layout or monster placement.

Because the game was originally designed for non-graphical Unix-based minicomputer systems, it uses a text-based user interface. This interface relies on the ASCII character set, which is a standard way for computers to represent text. In this system, the player is represented by the "at" symbol (@), which Toy chose to show "where the player is at." Monsters are shown as capital letters, such as a "Z" for a zombie, with twenty-six different varieties possible. Other elements include dots (.) for floor space, plus signs (+) for doors, and vertical or horizontal lines (| or -) for walls.

Rogue Screenshot
Rogue Screenshot

Movement and interaction in Rogue are managed through specific keystrokes. Players use the keys "h," "j," "k," and "l" to move left, down, up, and right. These keys were chosen to match the vi editor, a common text-editing tool. Other actions are also triggered by single letters, such as "q" to quaff a potion or "w" to wield a weapon. This turn-based design allows players to carefully consider their next move before executing it, which is essential for survival.

The concept of permadeath is a vital part of the Rogue experience. This design choice means that if a character loses all their health through combat or other means, that character is gone forever. Unlike many modern games, players cannot reload a saved state to undo a mistake. When players attempted to "save scum," or reload a file to fix a death, the developers programmed the game to erase the save file upon reloading. This creates "consequence persistence," a term used by Wichman to describe how actions have lasting effects.

Rogue for atari st screenshot
Rogue for atari st screenshot

The history of Rogue began at the University of California, Santa Cruz, in the late 1970s. Toy and Wichman were students who wanted to improve upon the static nature of existing adventure games like Colossal Cave Adventure. They wanted a game that offered more replayability. Toy later moved to the University of California, Berkeley, where he met Ken Arnold. Arnold was the lead developer of the curses programming library, which Rogue used to mimic a graphical display. Arnold helped optimize the code and add new features to the game.

By the 1980s, Rogue became highly popular among college students and computer-savvy users. It was included in the fourth release of the Berkeley Software Distribution (BSD), which helped spread its reach. The game's influence was so great that it led to the creation of the "roguelike" genre. Other programmers created similar titles, such as Hack (1982/1984) and Moria (1983), which built upon the foundations laid by Rogue. Even though these later games used different variations, they all owe a debt to the original mechanics of random generation and permanent loss.

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File:Rogue Screenshot.png
Rogue Screenshot.png
File:Rogue for atari st screenshot.png
Rogue for atari st screenshot.png
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