Going Rogue (Digital Antiquarian)
This brings us back around to a statement I made at the outset: that roguelikes are the exception that proves the rule of open-source game development — and just possibly of open-source software development in general. The cast of thousands who contribute to them do so in order to make exactly the games that they want to play, which in the abstract is the best of all possible reasons to make a game. The experience they end up with is, unsurprisingly, much like high-wire programming at its most advanced, presenting players with an immense, multi-faceted system to be explored and mastered.
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