We discuss the how science fiction intersects with the roguelike genre, with Darren Grey and Andrew Doull.
You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
Synopsis & Useful Links
- Andrew's experience as a science fiction writer and designing sci-fi games (board game High Frontier, TTRPG 60 Years in Space)
- Darren's experience as a science fiction writer (inc for the recently released Fallout: London) and designing sci-fi roguelike 7DRLs (UNSTOPPABLE, Broken Bottle, DataQueen, Time to Die, Wait For It)
- Does science fiction need a Berlin Interpretation? (No!)
- Sci-fi games discussed on Roguelike Radio before: DoomRL, Cataclysm, CataclysmDDA, Zaga-33, Caves of Qud, FTL, Sword of the Stars, 868-HACK, Cogmind, Invisible Inc, Jupiter Hell, and many many 7DRLs
- Diversity of content in science fiction games
- "Breaking rules" in science fiction, and how sci-fi games systems tie in with simulation mechanics
- ZAPM/PRIME which are sci-fi theme swaps of Nethack (and which Darren couldn't remember the name for)
- Andrew describing how you really die in space, in great detail
- Suspension of disbelief to make sci-fi believable
- Game mechanics make magic systems hard (numbers-based, systemetised), whilst making science fiction softer (approximate, unrealistic)
- How D&D has set the standard for fantasy games, whilst sci-fi draws on more diverse bases, but how this creates challenges in relying on tropes to explain game mechanics
- Vectors/momentum in space games, and how roguelikes struggle to represent this
- The challenge of having mindless/evil enemies in a more grounded game
- Darren's dream of Z'Ha'DumRL, a Babylon 5-themed roguelike
- Challenges of adapating sci-fi settings to procedurally generated environments
- Learning things in sci-fi, and sci-fi as a medium for delivering messages from the author
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