New Scientist - 21.09.2019

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32 | New Scientist | 21 September 2019


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WHEN Apple launched the iPod
Shuffle, people complained that
its shuffling function didn’t work
as advertised – songs by the same
artist seemed to be clustering, so
one David Bowie track, say, would
swiftly be followed by another.
In fact, this kind of clustering
is exactly what we would expect.
A random algorithm makes no
effort to “remember” what has
come before, so it makes for an
unsatisfying listening experience.
In the end, Apple tweaked its
software to avoid repetition.
“We’re making it less random to
make it feel more random,” said
the CEO at the time, Steve Jobs.
I was reminded of this playing
Rad, a game set in a 1980s-tinged
future following not one, but
two apocalypses. As you explore
a nuclear wasteland and vanquish
enemies, your character randomly
mutates to gain new abilities, such
as an arm that shoots fire or a
snake head that spits poison.
Rad is a roguelike, a genre
named after the 1980 game Rogue,
which sees players delve into a
dungeon full of monsters and
magic items (itself inspired by

the classic Dungeons & Dragons).
Rogue uses text characters to
represent everything in the world,
for example, the @ symbol is the
player. Meanwhile, the dungeon
is generated by an algorithm
each time you start up, giving it
the potential for huge variety.
I like to think of roguelikes as
storytelling machines – ideally,
your experience will be
completely different from

someone else’s, making it fun
to swap anecdotes with friends.
That said, like the altered version
of the iPod Shuffle, roguelikes
aren’t truly random – if they were,
you’d end up with a game that was
impossible to complete. In other
words, a dash of order is key to
making randomness enjoyable.
Unfortunately, Rad hasn’t quite
got the balance right. Surprise and
discovery are a huge part of the

Who wants a predictable life? Roguelike games are storytelling machines
in which everyone’s experience is different. But they only work if the balance
between order and randomness feels right, says Jacob Aron

“ Roguelikes are not
truly random – if
they were, the game
would be impossible
to complete”

Game
Rad
Double Fine
PC, PlayStation 4, Xbox One
and Nintendo Switch

Jacob also
recommends...

Games
Spelunky
Mossmouth
PC and PlayStation 4

FTL: Faster Than Light
Subset Games
PC and iOS

roguelike genre, but with Rad, I
found myself acquiring the same
mutations again and again. Each
time I died and started a new game,
I had less of an urge to continue
playing, as it felt like I wasn’t
seeing anything novel, which
doesn’t make for a great story.
Other roguelikes are well worth
checking out, however. Spelunky,
the king of modern roguelikes,
is a near-perfect balance of order
and chaos. The levels are never
the same, but everything within
the game is utterly predictable,
allowing you to set up chains
of actions such as throwing a
bomb to blast a stone into the air,
triggering a trap to kill a snake. You
can’t help but laugh as you play.
For my taste, though, Spelunky
is still a bit unforgiving as you
start from scratch every time.
I prefer Rogue Legacy, which
sees you play as a member of a
long-running dynasty, each with
their own quirks such as short-
sightedness or vertigo. When you
die, you get to keep certain items
and upgrades from the previous
run, allowing you to progress
further into the game’s randomly
generated castle. This persistence
isn’t completely true to the roots
of the roguelike genre, but it
strikes the right balance for me.
Finally, some roguelikes
abandon the dungeon trapping,
but retain the randomness to
generate unique experiences.
If you are a Star Trek fan, check
out FTL: Faster Than Light, which
has you command a spacecraft
and crew. Hopping between
star systems, you can live out
your Captain Picard fantasies,
managing power levels, or
depressurising the ship to put out
fires. Just don’t jettison the crew. ❚

BANDAI NAMCO

In Rad, your character
randomly mutates to
gain new abilities

The games column


Jacob Aron is New Scientist’s
deputy news editor. He has
been playing video games
for 25 years, but still isn’t
very good at them. Follow
him on Twitter @jjaron
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