Interview with Glenn Wichman, creator of Rogue
Mr. Glenn Wichman is known as one of the creators of the original Rogue back to the 80’s, before computer games were a multi-billion dollars market, and when one single lonewolf developer (or a small team) had a chance for success on the commercial world. He comes back after almost twenty years to find out the evolution of the genre that his game spawned. He describes himself as an hard-working, happy person, and loves kayaking.
Read the interview here
May 14th, 2007 at 12:34 pm
This was one really interesting interview! I also was very shocked to learn that capmango that has been posting to rgrd lately is THE Glenn Wichman ;).
Anyway, the only comment I wanted to add is that not all “modern” roguelikes have a steep learning curve. Quite on the contrary — many 7DRL’ish ones are a lot simpler to get started.
Anyway, thanks for the great read, guys ;).
May 14th, 2007 at 6:01 pm
Great interview… love the RL definition:
” What do you think are the factors or features that define a roguelike?
IMHO, The quintessential feature of a Roguelike is that the computer creates a world for you to explore. The adventure has to be different every time, and the game has to be capable of surprising even its creators.”
I always suspected that the essence of a RogueLike is not its graphical/non-graphical representation: “You could say that Diablo is a roguelike for mainstream gamers. Or EverQuest.”
Also amazing that Glenn has not won Rogue even once! You’d think having designed the game would give some advantage :)
Slash, now you will have to track down the other three members of the Rogue dev team and interview them…
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ABCGi
http://codemonkey.sunsite.dk/blog
May 14th, 2007 at 7:36 pm
ABCGi, I havn’t beaten DoomRL yet ;].
Also, I didn’t beat Berserk! but I’d really like to hear if someone did :P.
May 14th, 2007 at 10:28 pm
Wow, are you serious Kornel? I have beaten DoomRL :) I think I am actually pretty proficcient… long time no play though.
May 15th, 2007 at 1:13 am
I don’t have the temperment necessary to beat rogue. The people who beat rogue never hit a key without thinking. I always lose when I attack that monster one more time without checking my stats first.
-Glenn
May 15th, 2007 at 10:05 am
kayaking rocks. since my wifes pregnant we havnt gone much (she cant squeeze into the kayak anymore! lol)…
rogue needed kayaks and a river somewhere in the deep levels :)
May 15th, 2007 at 7:11 pm
“I don’t have the temperament necessary to beat rogue. The people who beat rogue never hit a key without thinking. I always lose when I attack that monster one more time without checking my stats first.
-Glenn”
YASD is usually how I die as well - RogueLikes are a real challenge to mental stamina :)
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ABCGi
http://codemonkey.sunsite.dk/blog
May 17th, 2007 at 12:25 pm
About second life roguelikes where you could make your own area… I wonder has he heard about Dwarf Fortress
May 18th, 2007 at 12:02 am
Considering what he wrote about complicated interfaces turning him off, I guess DF is the worst you could suggest him :P.
May 19th, 2007 at 2:16 am
Plus if a game ever needed tiles, Dwarf Fortress is one that needs it! There is just so many different text symbols and colours that the presentation is complex too!
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ABCGi
http://codemonkey.dotsrc.org/blog
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Michael…
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