Difference between revisions of "NetHack"

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(That should lead people to the game page, not the rogue class page.)
m (Why do people like NetHack?: Rogue (game) -> Rogue (game). compress paragraphs. Unices -> Unix systems.)
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==Why do people like NetHack?==
 
==Why do people like NetHack?==
  
NetHack enjoys popularity in niches. Mathematicians, programmers,
+
NetHack enjoys popularity in niches. Mathematicians, programmers, engineers, linguists and writers all feel a strong pull, though anyone with an eye for detail, a sense of completeness, a respect for complexity, and a head for numbers will be at home.
engineers, linguists and writers all feel a strong pull, though anyone
 
with an eye for detail, a sense of completeness, a respect for
 
complexity, and a head for numbers will be at home.
 
  
On the surface, the game is a hack'n'slash [[Dungeons and Dragons]] clone,
+
On the surface, the game is a hack'n'slash [[Dungeons and Dragons]] clone, but its subtle sense of humour and intellectual rigor elevate it from the faintly nerdy to the sharply geeky.
but its subtle sense of humour and intellectual rigor elevate it from
 
the faintly nerdy to the sharply geeky.
 
  
Just as a mathematician seeks elegant expressions over fuzzy generalities, NetHack
+
Just as a mathematician seeks elegant expressions over fuzzy generalities, NetHack eschews graphics in favour of perfectly crafted, well-defined [[ASCII]] characters. While other games are dated by their interfaces, NetHack is preserved in ascetic purity.
eschews graphics in favour of perfectly crafted, well-defined [[ASCII]]
 
characters. While other games are dated by their interfaces, NetHack is
 
preserved in ascetic purity.
 
  
The programmer is drawn to NetHack as an extension of the operating
+
The programmer is drawn to NetHack as an extension of the operating system. Its culture is deeply intertwined with that of the Unix systems, and indeed is a staple fixture on any good [[Unix]] system - a known quantity, ageless, familiar, and soothing; whatever hairy command-line tasks are required, ''nethack(6)'' is always there.
system. Its culture is deeply intertwined with that of the Unices, and
 
indeed is a staple fixture on any good [[Unix]] system - a known quantity,
 
ageless, familiar, and soothing; whatever hairy command-line tasks are
 
required, ''nethack(6)'' is always there.
 
  
NetHack is hard: while other games can be completed in an afternoon, you
+
NetHack is hard: while other games can be completed in an afternoon, you may go years without finishing NetHack. NetHack is unforgiving: if you die, you stay dead. There is no save-and-reload crutch here. Put simply, NetHack is a harsh mistress, whose respect you must earn. In time, you learn to respect it back.
may go years without finishing NetHack. NetHack is unforgiving: if you
 
die, you stay dead. There is no save-and-reload crutch here. Put simply,
 
NetHack is a harsh mistress, whose respect you must earn. In time, you
 
learn to respect it back.
 
  
NetHack is deep: in your first game, you will die quickly, and come back
+
NetHack is deep: in your first game, you will die quickly, and come back worrying about how to survive. You will learn, eventually, and move onto higher concerns. You will stop worrying about your score, and start considering questions of optimality, efficiency, and elegance. You will consult tables and guides in search of an edge. You may dive into the very [[source code]], looking to explain that one-in-a-thousand shot you just pulled off. You will probably learn some C, and possibly get into heated debates about the merits of pseudorandom number generators, expected returns, inconsistencies between competing mythologies, and the ethics of exploiting bugs.
worrying about how to survive. You will learn, eventually, and move onto
 
higher concerns. You will stop worrying about your score, and start
 
considering questions of optimality, efficiency, and elegance. You will
 
consult tables and guides in search of an edge. You may dive into
 
the very [[source code]], looking to explain that one-in-a-thousand shot you
 
just pulled off. You will probably learn some C, and possibly get into
 
heated debates about the merits of pseudorandom number generators,
 
expected returns, inconsistencies between competing mythologies, and the ethics of exploiting bugs.
 
  
NetHack is history: Descending from [[Rogue_(game)]], NetHack has 26 years of development behind it. It is one of the few computer games widely played by people who are younger than it. From this history arises a kind of authority.
+
NetHack is history: Descending from [[Rogue (game)|Rogue]], NetHack has 26 years of development behind it. It is one of the few computer games widely played by people who are younger than it. From this history arises a kind of authority.
  
 
==Spelling==
 
==Spelling==

Revision as of 17:27, 17 August 2006

NetHack is a roguelike computer game, and the most famous and popular of its kind. The latest version is 3.4.3, released on 8 December 2003. The official homepage is www.nethack.org.

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Dlvl:1  $:0  HP:13(14) Pw:0(3) AC:7  Xp:1/0 T:7

Why do people like NetHack?

NetHack enjoys popularity in niches. Mathematicians, programmers, engineers, linguists and writers all feel a strong pull, though anyone with an eye for detail, a sense of completeness, a respect for complexity, and a head for numbers will be at home.

On the surface, the game is a hack'n'slash Dungeons and Dragons clone, but its subtle sense of humour and intellectual rigor elevate it from the faintly nerdy to the sharply geeky.

Just as a mathematician seeks elegant expressions over fuzzy generalities, NetHack eschews graphics in favour of perfectly crafted, well-defined ASCII characters. While other games are dated by their interfaces, NetHack is preserved in ascetic purity.

The programmer is drawn to NetHack as an extension of the operating system. Its culture is deeply intertwined with that of the Unix systems, and indeed is a staple fixture on any good Unix system - a known quantity, ageless, familiar, and soothing; whatever hairy command-line tasks are required, nethack(6) is always there.

NetHack is hard: while other games can be completed in an afternoon, you may go years without finishing NetHack. NetHack is unforgiving: if you die, you stay dead. There is no save-and-reload crutch here. Put simply, NetHack is a harsh mistress, whose respect you must earn. In time, you learn to respect it back.

NetHack is deep: in your first game, you will die quickly, and come back worrying about how to survive. You will learn, eventually, and move onto higher concerns. You will stop worrying about your score, and start considering questions of optimality, efficiency, and elegance. You will consult tables and guides in search of an edge. You may dive into the very source code, looking to explain that one-in-a-thousand shot you just pulled off. You will probably learn some C, and possibly get into heated debates about the merits of pseudorandom number generators, expected returns, inconsistencies between competing mythologies, and the ethics of exploiting bugs.

NetHack is history: Descending from Rogue, NetHack has 26 years of development behind it. It is one of the few computer games widely played by people who are younger than it. From this history arises a kind of authority.

Spelling

The game is properly spelt "NetHack", with two capital letters. "nethack" is also correct when used to refer to the name of the game binary. "Nethack" is a common misspelling. See also Spelling.


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