Dungeon Crawl Stone Soup
I’ve been an avid gamer for years but have never been able to break into a “real” roguelike before. Dungeon Crawl Stone Soup or DCSS for short was a much more pleasant experience for a beginner, albeit I was completely wrecked by a bunch of Yaks. DCSS lacks no amount of difficulty or depth but was able to keep the controls and interface intuitive and relatively user friendly.
I was floored by the number of backgrounds, species and deities to choose from during character creation. All character creation options had differences that would actually have a large impact on gameplay. It definitely allows for more fun and meaningful decision-making right from the start. Beyond the plus of decision-making it helps to increase replayability. It doesn’t feel like a free game at all. In all honesty it felt more jam packed with content to explore than any game I’ve paid for in a long time. And I’ve only scratched the surface with my time spent in game.
To me, Dungeon Crawl Stone Soup is also a social experiment of sorts. There is no direct leader or owner. Everyone is allowed and encouraged to contribute. Yet DCSS manages to maintain a high level of quality and a cohesive design. This was possible through the hard work of its contributors as well as the use of a well thought out design philosophy. This philosophy is comprehensive in it’s description of designs goals and reasoning, leaving as little as possible to be argued over when it comes to implementing new ideas.
The result of this system is not only a great game but a kind and welcoming community. Everyone seems open to new ideas, contributions and people. DCSS has been one of the most accepting and friendly online communities I’ve ever been involved with. Thanks again DCSS community!