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	<title>Comments for :: Temple of the Roguelike - Roguelike News, Reviews, Interviews and Information ::</title>
	<link>http://www.roguetemple.com</link>
	<description>News, Reviews, Interviews and Information about Roguelikes</description>
	<pubDate>Thu, 15 May 2008 16:12:13 +0000</pubDate>
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		<title>Comment on Roguelike Definition by Jraregris</title>
		<link>http://www.roguetemple.com/2008/04/27/roguelike-definition/#comment-8674</link>
		<author>Jraregris</author>
		<pubDate>Sun, 11 May 2008 11:59:44 +0000</pubDate>
		<guid>http://www.roguetemple.com/2008/04/27/roguelike-definition/#comment-8674</guid>
					<description>I think that this is a good way to determine RL-ity. The usenet discussions on the subject usually boils down to each participant sporting his own set of rules of what is required, when in reality what defines the rougelikeity of a game is the of features, as you present here, which induvidually might be omitted without unrogueliking the game.</description>
		<content:encoded><![CDATA[<p>I think that this is a good way to determine RL-ity. The usenet discussions on the subject usually boils down to each participant sporting his own set of rules of what is required, when in reality what defines the rougelikeity of a game is the of features, as you present here, which induvidually might be omitted without unrogueliking the game.</p>
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		<title>Comment on InDev: Kharne! by Dave</title>
		<link>http://www.roguetemple.com/2008/05/01/indev-kharne/#comment-8535</link>
		<author>Dave</author>
		<pubDate>Thu, 08 May 2008 15:56:28 +0000</pubDate>
		<guid>http://www.roguetemple.com/2008/05/01/indev-kharne/#comment-8535</guid>
					<description>Thanks for the mention and the blurb. Though I've not went by the moniker "Crowley's Cat" for about 7 years now. My real name is available on the Kharne blog if you really really really *really* want to use it though *grins*.

Best,
P</description>
		<content:encoded><![CDATA[<p>Thanks for the mention and the blurb. Though I&#8217;ve not went by the moniker &#8220;Crowley&#8217;s Cat&#8221; for about 7 years now. My real name is available on the Kharne blog if you really really really *really* want to use it though *grins*.</p>
<p>Best,<br />
P</p>
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		<title>Comment on Releases Wire  XII by Slash</title>
		<link>http://www.roguetemple.com/2008/05/01/releases-wire-xii/#comment-8398</link>
		<author>Slash</author>
		<pubDate>Mon, 05 May 2008 19:02:24 +0000</pubDate>
		<guid>http://www.roguetemple.com/2008/05/01/releases-wire-xii/#comment-8398</guid>
					<description>I even downloaded the new version, but forgot to post about it :P</description>
		<content:encoded><![CDATA[<p>I even downloaded the new version, but forgot to post about it :P</p>
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		<title>Comment on Releases Wire  XII by DaBeowulf</title>
		<link>http://www.roguetemple.com/2008/05/01/releases-wire-xii/#comment-8312</link>
		<author>DaBeowulf</author>
		<pubDate>Sat, 03 May 2008 10:23:04 +0000</pubDate>
		<guid>http://www.roguetemple.com/2008/05/01/releases-wire-xii/#comment-8312</guid>
					<description>The UnReal World has a new release as well. :D</description>
		<content:encoded><![CDATA[<p>The UnReal World has a new release as well. :D</p>
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		<title>Comment on InDev: Umbrarum Regnum by Mingos</title>
		<link>http://www.roguetemple.com/2008/05/01/indev-umbrarum-regnum/#comment-8311</link>
		<author>Mingos</author>
		<pubDate>Fri, 02 May 2008 22:42:16 +0000</pubDate>
		<guid>http://www.roguetemple.com/2008/05/01/indev-umbrarum-regnum/#comment-8311</guid>
					<description>The wilderness is preprogrammed, actually :).</description>
		<content:encoded><![CDATA[<p>The wilderness is preprogrammed, actually :).</p>
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		<title>Comment on InDev: Umbrarum Regnum by JoshuaSmyth</title>
		<link>http://www.roguetemple.com/2008/05/01/indev-umbrarum-regnum/#comment-8310</link>
		<author>JoshuaSmyth</author>
		<pubDate>Fri, 02 May 2008 21:46:51 +0000</pubDate>
		<guid>http://www.roguetemple.com/2008/05/01/indev-umbrarum-regnum/#comment-8310</guid>
					<description>That terrain generation looks really really good :)</description>
		<content:encoded><![CDATA[<p>That terrain generation looks really really good :)</p>
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		<title>Comment on Roguelike Definition by HeckRuler</title>
		<link>http://www.roguetemple.com/2008/04/27/roguelike-definition/#comment-8247</link>
		<author>HeckRuler</author>
		<pubDate>Thu, 01 May 2008 16:39:29 +0000</pubDate>
		<guid>http://www.roguetemple.com/2008/04/27/roguelike-definition/#comment-8247</guid>
					<description>Ah, I understand now. However, I think that specific feature, murdering nobles in town, falls more under "Freedom" then "Single Command Set".  I still say it deserves to be bumped down to middle or low value.  

Perma-death is defiantly a high value. 

(also, your comment box thinks it's about 4 characters wider then it actually is. hmmm, I am using an old version of IE...)</description>
		<content:encoded><![CDATA[<p>Ah, I understand now. However, I think that specific feature, murdering nobles in town, falls more under &#8220;Freedom&#8221; then &#8220;Single Command Set&#8221;.  I still say it deserves to be bumped down to middle or low value.  </p>
<p>Perma-death is defiantly a high value. </p>
<p>(also, your comment box thinks it&#8217;s about 4 characters wider then it actually is. hmmm, I am using an old version of IE&#8230;)</p>
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		<title>Comment on Roguelike Definition by Matthew</title>
		<link>http://www.roguetemple.com/2008/04/27/roguelike-definition/#comment-8207</link>
		<author>Matthew</author>
		<pubDate>Thu, 01 May 2008 01:20:21 +0000</pubDate>
		<guid>http://www.roguetemple.com/2008/04/27/roguelike-definition/#comment-8207</guid>
					<description>I'm not so sure about that a high amount of content is in the medium, but certainly in the high; a good Roguelike has always followed the idea of many items and features, which when combined with the fourth part of that middle-list, you have a very interesting game with items and features used to the interest of the player and makes them more willing to play. 

Also, I would say that permafailure is not always important, considering you want to feel some sense of accomplishment instead of consistent death all the time.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not so sure about that a high amount of content is in the medium, but certainly in the high; a good Roguelike has always followed the idea of many items and features, which when combined with the fourth part of that middle-list, you have a very interesting game with items and features used to the interest of the player and makes them more willing to play. </p>
<p>Also, I would say that permafailure is not always important, considering you want to feel some sense of accomplishment instead of consistent death all the time.</p>
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		<title>Comment on Roguelike Definition by John H.</title>
		<link>http://www.roguetemple.com/2008/04/27/roguelike-definition/#comment-8167</link>
		<author>John H.</author>
		<pubDate>Tue, 29 Apr 2008 20:05:03 +0000</pubDate>
		<guid>http://www.roguetemple.com/2008/04/27/roguelike-definition/#comment-8167</guid>
					<description>This is a good list of aspects, I think.</description>
		<content:encoded><![CDATA[<p>This is a good list of aspects, I think.</p>
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		<title>Comment on Roguelike Definition by Slash</title>
		<link>http://www.roguetemple.com/2008/04/27/roguelike-definition/#comment-8093</link>
		<author>Slash</author>
		<pubDate>Mon, 28 Apr 2008 20:56:02 +0000</pubDate>
		<guid>http://www.roguetemple.com/2008/04/27/roguelike-definition/#comment-8093</guid>
					<description>Maybe it is not clear enough... what I mean with 'single command set' is you can (try to) use any of your available actions at any moment; for example if you are in town you can cast fireball into the noble, innocent town major, your offensive actions are not restricted to the 'battles', all the game happens in the same 'reality' as per world rules; it doesnt matter if you have to go through a filtered menu, as long as the filter is not applied based on whatever situation you are in (with exception of your character skills or advancement). Other kind of games have different command sets depending on whether or not you are in combat, in a friendly town, in the overworld or an hostile area, or boarding a vehicle, or in a special minigame mode. You can't cast Ultima over the people in Narshe you know.

I'm open to discussion :)</description>
		<content:encoded><![CDATA[<p>Maybe it is not clear enough&#8230; what I mean with &#8217;single command set&#8217; is you can (try to) use any of your available actions at any moment; for example if you are in town you can cast fireball into the noble, innocent town major, your offensive actions are not restricted to the &#8216;battles&#8217;, all the game happens in the same &#8216;reality&#8217; as per world rules; it doesnt matter if you have to go through a filtered menu, as long as the filter is not applied based on whatever situation you are in (with exception of your character skills or advancement). Other kind of games have different command sets depending on whether or not you are in combat, in a friendly town, in the overworld or an hostile area, or boarding a vehicle, or in a special minigame mode. You can&#8217;t cast Ultima over the people in Narshe you know.</p>
<p>I&#8217;m open to discussion :)</p>
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