
I don't just mean the race/class selection (although it helps that you can start with a character biased in a particular way), I also mean that many types of items will be found in basically every game. You can decide on playing a certain type of character before beginning a game. Sometimes new content isn't to snuff so it won't make it out of trunk (or it might be wildly imbalanced in trunk).but it just adds to the interest, intrigue, and excitement of playing a game of dcss and what will happen differently this game. New races, new gods, new balance, new mechanics, and again.sometimes things are removed. DCSS development has been phenominal lately, and the devteam is constantly getting new contributors, new ideas, and great feedback that keep the scene changing. This kind of goes back to content, there are elements about the game that are simple, but these layers stacked upon each other is what gives the game the feeling of easy to play without feeling bored.you should be constantly learning new things about the game, monsters, playstyles, etc.Īnd lastly, the game is changing. If you want to min/max your character, the game's learndb (most easily available via IRC on freenode) has everything you need, but you can very much be effective without it. If there was something in the game that serves little to no purpose (such as monsters which behave in the exact same way with the exact same stats) then that game element was streamlined (monsters were removed or changed to be unique and interesting.not just stat changes so that something was different). The game is not needlessly complex in recent versions this has been a major focus. You'll notice I kept saying meaningful, because having content isn't enough.you need content that people actively engage in, search out, and which benefits them or their character. There is a great depth of content to DCSS deep character choices (race + class), each one meaningful in (at least one, oftentimes more) ways a variety of effective combat mechanics (melee, ranged, stealth, magic, and many many hybrids) a massive variety of unique and meaningful monsters lots of interesting and (again) meaningful game mechanics (gods, skills, abilities, items, portals, branches, zot, unique monsters, etc.).

More meaningfully is that the majority of crawlers have never technically won a game most haven't even retrieved a rune (one of the first conditions of winning a game). and all of that is true, but when you take a bunch of games that are technically roguelikes and line them up against one another, the standouts are the ones that are enjoyable but also exhibit the (sometimes) frustrating element that experience is a necessary tool for winning the game.


Sure, people will talk about the gameplay mechanics, RNG levels, races, classes, the dungeon, etc. This is - to me, and perhaps to many other RL players - one of the defining characteristics of modern Roguelikes.

Some of the best players have demonstrated that very high win rates and long streaking is possible with careful play and experience. One of the key elements of DCSS is that very few games are truely unwinable. Long time DCSS player and developer can't comment on why it comes up as one of the more highly suggested RLs, but I can speak to some great tenants of its design that strike me as reasons for its success, popularity, and appeal for serious RLers.
