My Talk on Mystery Dungeon for Roguelike Celebration

They haven’t broken the talks apart into individual videos yet, but in the meantime you can see my presentation overview of the 31, give or take a couple depending on precise definition, games in the Mystery Dungeon series here, queued up to the proper starting point in the 8+ hour video. The talk portion is about half an hour long (with a couple of interruptions due to the router I was on being a bit flaky).

Here’s an embed, but note that WordPress doesn’t seem to accept the link for embedding with the time code linking directly to my talk, so you’ll have to skip ahead yourself to 6:10:18 to get to it. Or you could watch some of the other very interesting talks on the way there! Either way!

Roguelike Celebration 2024

Starting this Saturday at noon US Eastern time (9 AM Pacific, 5 PM Greenwich, 7 PM CEST) is Roguelike Celebration 2024! I’m presenting half an hour on the Mystery Dungeon games this year, at 3:15 PM Pacific/6:15 Eastern/11:15 Greenwich/1:15 AM Sunday CEST. Whew, the roundness of the Earth makes it difficult to express times!

It’s being held entirely online again this year, and offers a fun social space to explore that’s kind of like a MUD! Roguelike Celebration’s schedule is here, and you can get tickets for $30 for the whole event here. They usually set aside some free tickets for people who can’t afford the fee, although you might have to check around to find them.

Roguelike Celebration is nominally about roguelikes and procedural generation, but I think it’s interesting from a wide variety of gaming perspectives, and every year I find several talks that are incredibly interesting. Past years have offered presentations from people who worked on games as diverse as Kingdom of Loathing and Blaseball. Here are the talks being offered this year:

Saturday

  • Harry Solomons: Trampling on Ghosts: Hauntology and Permadeath
  • Cezar Capacle: Enhancing Narrative Through Randomness and Complications
  • Max Bottega: Keeping Art Direction interesting in a procedurally generated world
  • Stanley W. Baxton: Bringing Real-World Occultism into Your Games Without Accidentally Being Racist
  • Jeff Emtman and Martin Austwick: Neutrinowatch – the podcast that plays itself
  • Nic: Braided Narratives: Or How I Learned to Stop Worrying and Love Linear Stories
  • Pandamander: “Out of Book,” The Psychology of Why Roguelikes Keep Us Playing
  • ?: Inverse Terrain Solver
  • Adrian: Probably Impossible – NecroDancer’s network code
  • John Harris: A Trip Through The Mystery Dungeons (psst: this is mine)
  • Marlowe Dobbe: A Swarm of Monsters is Hard To Build: Generating Visual Concepts for Enemies in Roguelikes
  • John Bond: Doors or no Doors: How Roguelike games take you places
  • Dan Norder: Chase, The BASIC Language Proto-Roguelike

Sunday

  • Yong Zhen Zhou: Who Controls the Controller? Thinking about physical player interactions outside a digital game
  • Tabea Iseli: Animal Crossing meets Roguelite Dungeon Crawler – The surprising genre mixture behind Grimoire Groves
  • Philomena Schwab: 100,000 wishlists in 3 months – Weird roguelikes are taking over the world
  • Kaysa Konopljak: Going legit with DotA: How to transform a thousand authors into four
  • Alexander Birke: Practical procedural world and story generation in Sea Of Rifts, a naval roguelike RPG
  • Robin Mendoza: The Use of Knowledge in the Labyrinth: The price mechanism as a storytelling device
  • Ollie: The Right Variety – Understanding and Visualising the Output Diversity of Your Generators
  • Eiríkr: Uxn – Permacomputing & Roguelikes
  • Brian Cronin: Black Box Sim for Roguelikes
  • Isaac Io Schankler: Orb Pondering Simulator LIVE!
  • ?: 7 Layer Dip, Multi-Layered Narratives For Roguelikes
  • Emily Halina: New Levels from a Single Example via Tree-based Reconstructive Partitioning (TRP)
  • Courtney: Cheating the System (By Design!) for Epic Combos
  • Joe: Magic in Game Design: (Mis)Directing the Player’s Attention
  • Tyler Coleman: Finding your 80/20 Rule with Proc-Gen
  • Nat: Procedurality and the Primes

Sudo Sweep

It’s not a command to delete temp files as root on a Unix-styled system! It’s a fun and free little game over at itch.io!

The board on the left is a Sudoku-like game; the board on the right is Minesweeper. The two boards match: the numbers on the Sudoku board are the number of mines in the matching area of the Minesweeper game. You use each to help you solve the other!

It’s not perfect, mind you. There’s currently no way to mark a square that definitely has a mine in it, just the question marks you see in the right-hand board above. There are still cases, familiar to players of standard Minesweeper, where you end up having to guess. And don’t click the “change size” button if you care about the current game: it doesn’t make the boards larger, it starts a new game with bigger Minesweeper and Sudoku boards!

Still though, I have to give creator Rianna Suen props for a cool idea! I found this through the “map obelisk” area during Roguelike Celebration, which is a pretty cool place to find things beloved of clever people!

Sudo Sweep (itch.io, free, playable by web)

Roguelike Celebration Talks Start Tomorrow!

Ah, it crept up on me, so let me remind everyone that Roguelike Celebration begins today, although until tomorrow it just means they’re opening their social space for awhile. Nicole Carpenter at Polygon wrote a short piece about this year’s conference.

There is an admittance fee, but if you can’t afford it you can also get a free pass! Please consider paying them if you are able though, they do a lot of work every year in putting it together.

Here is the official schedule (linked), below is it presented just as a list of talks, with ✨sparkle emojis✨ around the things that personally enthuse me. ✨Just because!✨

Times given are US Pacific/Eastern. If you think the short times between starts are indicative of short talks, most of them aren’t that short, they have two tracks going on beside each other:

SATURDAY

9:30 AM/12:30 PM: Arron A. Reed, Klingons, Hobbits, and the Oregon Trail: Procedural Generation in ✨the First Decade of Text Games

10:00 AM/ 1 PM: Nic Tringali, ✨Abstract Space Exploration✨ in The Banished Vault

10:30 AM/ 1:30 PM: Linas Gabrielaitis, Fictions of Infinity in ✨Geological Finitudes

10:45 AM/1:45 PM: Ludipe, Exploring ✨Pacifist✨ Roguelikes

11:30 AM/2:30 PM: Florence Smith Nicholls, Another Stupid Date: ✨Love Island as a Roguelike

11:45 AM/2:45 PM Kes, Hunting the Asphynx: Roguelikes, ✨Provenance✨, and You

Noon/3 PM: Mike Cook, Generating Procedures: ✨Rule and System Generation✨ for Roguelikes

1:30 PM/4:30 PM: Scott Burger, The ✨Data Science✨ of Roguelikes

2 PM/5 PM: Nat Alison, In Defense of ✨Hand-Crafted Sudoku

3 PM/6 PM: Eric Billingsley, Scoped-down design: ✨Making a Tiny Roguelike

3:30 PM/6:30 PM: Elliot Trinidad, Touching Grass & Taking Names: Tuning the ✨Blaseball✨ Name Generator

4:30 PM/7:30 PM: Paul Hembree, Audible Geometry: Coordinate Systems as a Resource for ✨Music Generation

5 PM/8 PM: Jurie Horneman, Why ✨Dynamic Content Selection✨ Is Hard

SUNDAY

9:30 AM/12:30 PM: Mark Johnson, ✨Generating Riddles✨ for a Generated World

10 AM/1 PM: Jesse Collet & Keni, Fireside Chat About the Development of ✨NetHack

10:30 AM/1:30 PM: ✨Leigh Alexander✨, ✨McMansions of Hell✨: Roguelikes and Reality TV

1 PM/4 PM: Ray, Remixing the Layer Cake: Facilitating ✨Fan Reinterpretation✨ Through ✨Caves of Qud✨’s Modular Data Files

1:15 PM/4:15 PM: Crashtroid, Preventing Ear Fatigue with ✨Roguelike Music

1:30 PM/4:30 PM: Everest Pipkin, The Fortunate Isles: Fragment Worlds, Walled Gardens, and ✨the Games That Are Played There

2 PM/5 PM: ✨Jeff Olson✨, ✨Alphaman✨: Developing and Releasing a Post-Apocalyptic Roguelike Game in the ✨DOS Days✨ When Computers Were Slow, Memory Was Scarce, and No One Had Ever Heard of Object-Oriented Code

3 PM/6 PM: Dustin Freeman, ✨Live Action Roguelike

3:30 PM/6:30 PM: Jonathan Lessard, A ✨Simulation✨ with a View

3:45 PM/6:45 PM: Tom Francis, Generating ✨Boring Levels✨ for Fresh Experiences in Heat Signature

4 PM/7 PM: Patrick Kemp, Design Tooling at ✨Spry Fox

5 PM/8 PM: Stav Hinenzon, A Messy Approach to ✨Dynamic Narrative✨ in Sunshine Shuffle

5:15 PM/8:15 PM: Josh Galecki, ✨Procedurally Generating Puzzles

5:30 PM/8:30 PM: Jasper Cole, ✨Backpack Hero✨ – Player Upgrades and Progression

6 PM/9 PM: Brianna McHorse & Chris Foster, Fusing AI with Game Design: Let the ✨Chaos✨ In

Roguelike Celebration Preview Videos

A little while ago Roguelike Celebration, this year on October 22 and 23 (later this month!), did a short preview as a promotional event. I mentioned this before, it came and went, and now the talks are online.

Nic Junius: Play as in Stage Play (38 minutes):

David Brevik on the Making of Diablo (30 minutes):

And, Aron Pietroń, Michał Ogłoziński on Against the Storm (35 minutes):

Roguelike Celebration Preview Sign-Up

I’ve mentioned both Roguelike Celebration 2023, and its upcoming preview event, before, but it’s getting close now, happening on September 10th. It’s free to attend! Here is the signup link.

One of the fun touches the Roguelike Celebration people do is provide a MUD-like chatroom for attendees. Both the preview and main event this year are once again virtual, so you can watch and participate from the comfort of your home! Preview presenters include David Brevik (works on Diablo), Aron Pietroń and Michał Ogłoziński (Against the Storm) and a talk by Nic Junius on “dynamic character moments through character acting.”

Roguelike Celebration 2023 Preview Sign-Up Form ($0)

Roguelike Celebration Preview Event on September 10th

The fine folks at Roguelike Celebration are holding a free “fireside chat” style preview event next month on the 10th, at 4pm US Pacific time, 7pm Eastern! Any rogue-likers out there should definitely have a look.

  • David Brevik will talk about the development of Diablo, a game that I understand some people greatly enjoy!
  • Aron Pietroń and Michał Ogłoziński will talk about hardcore city-building survival game Against the Storm!
  • Nic Junius will be presenting a talk titled “Play as in Stage Play: Designing Dynamic Narrative Moments Through Character Acting.”

You can submit a question for the talks here, and get a free ticket for them here! And look forward to the full Roguelike Celebration 2023 event on October 22 and 23!

Roguelike Celebration 2023 Deadline Approaching

This is just to remind people that the (extended) deadline for Roguelike Celebration 2023 is coming up on us very soon, July 15th! If you have an interesting story to tell about roguelikes, a roguelike game to show off, or even just something involving procedural generation, please consider giving them a pitch! The conference has been virtual the past few years, and it is again this year, so you can stream your talk from wherever you live!

I’ve presented twice, may do so again this year although frankly my talks have always run over, I always have so much to say and the time is over before I’ve even gotten to a literal tenth of it. They do a lot to keep roguelikes in the public mindspace. If you have something to say there, I hope you’ll consider applying.

Roguelike Celebration 2023 Call For Presenters

Roguelike Celebration 2022: Procedural Music of Tea Garden

We’ve been recapping some of the talks of Roguelike Celebration 2022 for a couple of months now, and it’s probably about time to let it rest until next year. Still, there is one more talk I’d like to draw attention to, on procedural music generation.

The other talks presented this year use music generated by this system for bumper and intermission ambiance. It really became the distinctive sound for this year’s conference.

There were plenty of other interesting talks this year! You can see them all at Roguelike Celebration’s YouTube channel. Here are 2022’s talks all in one playlist. And if you wish to attend next year, be sure to watch their homepage and follow them on Twitter (I have heard no word yet on other media accounts).

Roguelike Celebration: Hypercard and Trans Joy

We’re continuing with our weekly presentation of talks I found interesting from Roguelike Celebration 2022! They regularly have one or two talks that go some ways outside the roguelike remit, and this year one of them was an interesting talk by Cara Hurtle about using both Telnet and Hypercard, an old multimedia system created for classic Macintosh computers, to discuss queer and trans experience. The talk itself is SWF, although following content outside the video might lead somewhere NSFW.

It’s a short talk, only about 15 minutes, and covers some interesting topics!

Roguelike Celebration: Adam Newgas on Constraint-Based Generation

Honestly, I could devote a post to every Roguelike Celebration talk. I’ve been limiting myself to just one such post a week, on Saturdays. This one, a short sixteen minutes talk about terrain generation, is for the developers out there.

Constraint-based generation, also known as “wave function collapse,” is a system where, as objects are placed randomly during generation, the generator “solves” the world around them, placing later terrain as is necessitated by prior terrain. If the generator reaches a contradiction, a situation where there is no viable terrain that can be placed, it undoes the contradictory placement and continues from there.

It’s a technique that’s fairly popular in procedural generation circles, and among other games is used in Caves of Qud. It’s also fun to watch it work!

Roguelike Celebration: Santiago “Slashie” Zapata on Moria

Next on the Roguelike Celebration 2022 train, Slashie’s wonderful explanation of what Moria is and why we should care about it. It’s true, Angband is basically expanded Moria, but the original game is incredibly important. Not just because its close descendant UMoria was the inspiration for Diablo. I could (and do!) argue that Moria is the secret foundation of the modern RPG paradigm. Disclaimer: I am quoted by Slashie at one point in this video.

As I mentioned earlier, the creator of Moria, Robert Koeneke, died recently, but thankfully before he went he did interviews about his experiences, notably in David Craddock’s Dungeon Hacks.

Roguelike Celebration 2022: Celebrating Moria (Youtube, 25 minutes)