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Wednesday, June 27, 2007

@ Play: Architecture of the Mystery Dungeon

Roguelike column thumbnail ['@ Play' is a bi-weekly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]

I've mostly been covering the traditional roguelikes of late, which are primarily terminal games with roots back to the very origins of computer gaming, to the neglect of the extensive Japanese console branch of the genre. They’ve had commercial roguelikes all over the place, thanks mostly to a little company called ChunSoft, known for the "Mysterious Dungeon," a.k.a. Fushigi no Dungeon, games.

The first game was a licensed game based off of one of the player characters in Dragon Quest IV, and since then it has crossed over with the Final Fantasy, Tower of Druaga, and even Pokemon franchises, as well as a "default" character, Shiren the Wanderer, whose games are usually the best of the series.

As ChunSoft has found inspiration from the roguelikes, so have other Japanese publishers found inspiration from ChunSoft, and so the Mysterious Dungeon games have quite a lot of imitators. Off the top of my head, there's Azure Dreams, Climax Landers (Time Stalkers in the U.S.) and the Ancient Cave segments of later Estopolis/Lufia games. Lufia: The Legend Returns for the GBC makes that the entire game.

Sega made a rather uninspired roguelike in the form of Fatal Labyrinth for the Genesis. The recent Izuna: Legend of the Unemployed Ninja is a fairly close example of the type, and the popular homebrew WonderSwan game Dicing Knight has some roguelike aspects as well. Even Parasite Eve has an optional random section in form of the Chrysler Building.

Mysterious Lineage

The chain of inspiration here is important. From playing them, it seems unlikely that the makers of most of those other games have ever heard of Nethack or Angband. Their source of inspiration is clearly the Mysterious Dungeon games. Take note class, for this is how a subgenre gets its start. Their designers invariably mistake the idiosyncrasies in Mysterious Dungeon as essential design aspects, and not knowing about those features it leaves out, an entire field of games has sprung up without wishing, bones, player ghosts, vaults, resistance building or any of the other clever little features the maintainers (or players, in the case of open source games) of traditional roguelikes cooked up from scratch. Not knowing their importance, they usually care little about identifying items, dungeon room shops, traps, or equipment advancement. Some of them don’t even feature grid-based tactical movement.

This isn't to say that none of these games are good, but the best ones continue to be those by ChunSoft, whose designers display in their work a great fondness for Rogue and Nethack. And ChunSoft is not merely acting as a plagiarist; there are some genuinely novel ideas to be found there, additions that the traditional roguelike developers would do well to take notice of, which I'll get around to mentioning... in approximately a month.

"Shiren? That's right, weren't you going to do a column on that?"

jrshiren1.pngMy promises of a column that covers Shiren are old, and unfortunately this is still not the one to do it (but soon folks, I promise). Before covering Shiren, it would be helpful to cover the play metaphor of the games, which originated with the original Torneko no Daibouken, and is so copied by all the other games of this subgenre that its presence is the surest indicator that we're talking about a Japanese roguelike.

What do I mean by a play metaphor? It's something so deeply ingrained in computer gaming that few players spare it a thought. It's in the association of the player's identity, in the depicted game-world, with that of a protagonist character. It's in the translation from the abstract events taking place on-screen to a pretend reality constructed in the player's head. And it's in the nebulous "space between the games," the idea that it is okay for games to feature continuity across play sessions, and to play around with the separation between the real world and the virtual one.

The act of setting up the game world is substantially different for roguelikes, of all types, than other games that can just load environments off disk, but even the initial play requires some setup. A freshly installed copy of Nethack is different from one that’s had a few games played; it’ll probably have some bones laying around, and its score list will have a few entries. It may be easier to be the first to play an installation of Dungeon Crawl than the tenth, as there won’t be any troublesome player ghosts to be encountered.

But traditional roguelikes use these features as curiosities. Japanese roguelikes greatly expand their role, using this idea to construct a meta-game that wraps around the dungeon exploration mode.

The Afterlife Looks Familiar

jrtorneko1.PNG

When a player begins a game of the original Mysterious Dungeon game, Torneko no Daibouken (Americanized as “Taloon’s Great Adventure”), he is not thrown into the first level of a sprawling dungeon. Nor does he appear in a “town” dungeon level with shops and low-level opponents, or an overworld populated with random encounters and dungeons. His character begins in a field, talking with his wife and son about his dreams of opening a shop.

jrtorneko2.PNG

Soon after, he meets with the king and is told of the Mystery Dungeon, which contains lots of stuff to sell. But the dungeon is a dangerous place, so first the king asks Torneko to retrieve an item from a trial dungeon as a test.

jrtornekoenter.PNG

In he goes….

jrtornekobattle.PNG

He’s in a random level. Ah, there are some monsters! He’s going to try fighting them….

jrtornekodeath.PNG

Oh, he got killed. So it goes.

jrtornekoevict.PNG

But what is this? I thought he was dead! Are those guys throwing out his decaying corpse as part of some monstrous Keep Our Lair Beautiful program?

jrtornekoretry.PNG

No, here’s back at the king again. Does the game not have permadeath? How can it be called a roguelike without that?

It’s because there’s really two games here. There is an outer game that plays like Dragon Quest, what with the narrative and the talking and the storing and the buying, and an inner game that plays like Rogue. Not coincidentally, Torneko no Daibouken is set in the Dragon Quest IV world. The player character never dies in the outer game; in fact, there are no dangers there. It is no accident that it takes place in towns and castles, the player is just as safe from monster attacks there as he is in Generic Fantasytown. From there the player enters the dungeon, in some games just by leaving town, some by finding an entrance somewhere, and the inner, or real, game begins.

Level 3 Town, with population 750 and 40 hit points

The distinction isn’t just for show. When our player finishes the trial dungeon, he’ll find himself in a typical RPG town. The town gets larger as the player saves up money found in the dungeon. Eventually new resources open up to him as he goes which make the dungeon exploration game easier.

jrshiren2.pngHere, town serves as a shell by which the player gains access to the real game. The town’s services function similarly to Nethack’s bones and Crawl’s player ghosts: they are actually an outside-the-game influence. Later Japanese Roguelikes greatly expand on this idea. Shiren has warehouses for item storage, blacksmiths for improving equipment, special quests to complete to gain access to new items and helpers, and eventually bonus dungeons with special rules.

None of these features are necessary to win the game, but they make it a bit easier. A popular sub-subgenre of the Japanese Roguelikes, including games like Azure Dreams and Pokemon Rescue Team, mix the roguelike aspects with a dinobuddy monster-raising simulation. Azure Dreams resets the player’s level to 1 every trip into the tower, but the player’s monsters retain their level and grow ever stronger. These monsters are kept in a stable between trips to the dungeon, which allows the player to keep track of them. In these kinds of games, the outer game’s amenities are not optional, and their maintenance grows to rival the roguelike play in importance. Whether this improves the outer game is a question I will not answer, but I think it is obvious that these aspects cannot help but dilute the inner game, where the focus should lie.

The dual advancement tracks of the Japanese roguelikes, that of the inner game (player experience and equipment) and the outer game (town growth, quest status, saved equipment, monster pets, what have you) gives them a different dynamic than traditional roguelikes. In Rogue, every character starts off from square one. In the Mysterious Dungeon games, the dungeon effectively becomes easier after a while.

jrchart.gif

The above chart illustrates the dynamic. Both types of game become easier over time as the player (the actual person playing it, not his character) learns about the game, devises strategy and tactics, learns about the monsters, and figures out what items exist and how to use and identify them. The console roguelikes additionally add quest advancement to the mix, and become easier faster. The eventual result is that most people can finish them after a lot of play, which fits with their developer’s commercial intent. People like to finish the games they buy, but don't like to think they're not good enough to finish them. Roguelikes can be astoundingly difficult to players who don't put a lot of time into them, so the Mysterious Dungeon games are scaled to be hard enough to provide a sense of accomplishment once they're finished, but in such a way that, if the player fails many times, they become subtly easier.

I’m on a tear about the Japanese roguelikes, so the next two columns will focus on them. We’ll cover Torneko no Daibouken in more detail next time, and the column after that, at long last, will cover Shiren the Wanderer... and it will even include hard-won screenshots of the end of that game’s 99-level marathon dungeon! Many Shirens died to bring you this information....

Comments

It would be nice to hear some news about the upcoming Japanese Roguelike RogueHearts. It seems to be very close to the original rogue, on the website there even are screenshots of rogue in ASCII!

Page:
http://www.compileheart.com/rogue/main.html

PS: I just saw it is out now! Can't read any japanese so... I will probably never be able to play this. ... :(

Yeah, that's my problem too RotateMe. It does look to be fairly close, although it seems to have larger dungeon levels than Rogue. If I can't understand it then I can't really play it well enough to give it a fair writeup.

I'd be nice to see how well it does, as there is a prevailing opinion that Rogue is too ancient a game to play anymore. I know that's false. But Rogue is also extremely hard, and that's -true-. It'd be interesting to see if the new game is of the same difficulty, or if they softened it a bit.

So how have you gone about playing the Shiren games? Have you played a translated ROM?

I have to admit I have more than a casual fixation on roguelikes -- in particular I'm really interested in the game design decisions involved. I played Rogue a lot as a kid, and I've always been fascinated by design theory that insists the player improve as much (if not moreso) than the character.

Ah kaiser, but there are two schools of thought on that. Some say that leads to a game that requires that the player pick up a ton of esoteric knowledge (like with Nethack and ADOM).

I think that those games are made what they are precisely because of all the knowledge that must be acquired, and I'd hate to see them discard that. But sometimes (more with ADOM I think) it does seem overwhelming, and a little arbitrary.

Also note that this kind of design is more special in an RPG, which is usually turn-based, than it is in an action game, where the process of improving requires learning how to react to the game's obstacles in real-time.

http://www.shrapnelgames.com/News/pr_01.htm

Could be interesting.

Oh man, I was starting to get the shakes from the lack of an update. Thank god you put up a new one; I might have had to go to rehab.

"Torneko no Daibouken (Americanized as “Taloon’s Great Adventure”)"

What the...where did you get that title from ?

Karry:
Hm, I'm not sure now that you mention it. It was just lying around my memory.

I'll see where I can find it.

When talking about Torneko/Taloon, please realise the PS1 game released in the US is a sequel to the fan-translated SNES rom. While not as different as Shiren, it is still different. (And includes class-based bonus dungeons after beating the main quest. And pots, from what I recall.)

As for Shiren's item storage warehouses, even the original Torneko has his safe. As Torneko expands his shop, he gains space to store a few items. But since he can only take a couple of items with him on any one trip, it is arguably under-utilized.

You should also note the difference in ease in returning to town with equipment in the Torneko games as opposed to Shiren, where you are more encouraged to store items in later town warehouses.

Yeah, these things are true. But....

This column underwent a couple of rewrites (which, in addition to a failed laptop keyboard, are why it's so late). It is super easy to go into uninteresting minutiae in these. These kinds of points might be better used in the next two columns.

In any case, I do not have access to the Torneko PS game at the moment.

Follow up to Karry....

I remembered seeing the name somewhere before, but I can't find it now. Probably it should be removed. I'll edit it in a bit.

Will Izuna be mentioned in one of the next issues? This game might be the reason for me to grab up a DS but it would be nice to have some insider like you review it.

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