If by "
best"
you mean "
most cliche"
then yes, ADOM has the best story ever. After certain point repeating the same stuff in ADOM hurts so much I cannot bring myself to play it again. Seriously, what's so original in closing a gate of purple Chaos ? (yes, chaos must be always of purple color). Corruptions/mutations, nasty orcs, 1337 elves, tough dwarves.
In my opinion the story is, quite ironically, the biggest flaw in ADOM. Roguelikes are traditionally built around replayability, story - at least the way it's done in ADOM - kills that. Sometimes it's so bad that it forces you to spend potentially ridiculous amount of time searching for that VERY IMPORTANT item. I mean that I hate artificial bottlenecks, especially when amount of time I spend there is largely influenced by random factor. I especially hate Tower of Eternal Flames and Eternal Guardian bottlenecks, potentially very frustrating.
Oh, did I mention I hate time limits ?
You may get an impression I'm saying ADOM is a bad game. Not exactly. For a long time ADOM was my favourite roguelike, it's certainly more interesting and polished than Angbands. (Angbands are all about killing needlessly HUGE hordes of faceless enemies on needlessly HUGE levels). I've beaten ADOM twice or so, once with a bard and once with mindcrafter.
The truth is, I prefer Dungeon Crawl. Things specific to Dungeon Crawl that I like a lot:
- much more variety in randomly generated levels. In ADOM there are basically two: usual dungeon or cavern. In Crawl, there are much more, distinctive styles. Each branch of main dungeon has it's own style - default, Lair, Swamp, Hive, Orcish Mines, Vaults/Crypt, Snake Pit, Slime Pit, and more. Inhabitants vary.
- flexible, skill-based system. Skills are increased by usage. Instead of sticking blindly to one path, you are often tempted to learn something different, because, for example, you've found Book of Enchantments. B0rsuk loves such systems.
- Big variety in spells, area spells that last more than one turn, powerful spells that come with drawbacks, etc. Just play and see.
- more dungeon variety: lava you can't easily cross but you can shoot/see past it, secret passages not so trivial to find, multiple entrances to same level
- Even more variety in monsters: some are 3 or so times faster than you and use hit&run tactics (common large bats), dangerous spellcasters with multiple spells, immobile but devastating monsters like demiliches, monsters can use weapons, armors and misc items... Monsters have lots of special abilities
- interesting gods, with varying likes and dislikes, rewards blah blah. Paladin-ish god hates it when you use poison, for example.
- difficulty level fairly high, but I like challenge (outside of programming assignments, that is).
-weapons defined by more than just damage.
-less linear. It means a lot for me. Story is only vaguely present in Dungeon Crawl, but it's a game made to last.
http://dungeon-crawl.org/
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http://www.gamasutra.com/features/20051128/adams_01.shtml
[Last edited by b0rsuk at 02-18-2006 06:42 PM]