Celebration 2016
            
            Read our transparency report
            Articles, swag, decorations, and tweets from the Roguelike Celebration on September 17, 2016.
            Tweet archive: #roguelikecel. Instagram photos.
            Before the main event in September, we held a free roguelike meetup on May 17, 2016 in SF.
            Talk videos
            Videos from the 2016 event are on the Internet Archive and YouTube.
            
            Articles and blog posts
            Curious what it was like? Here are stories from people who were there:
            
                - Tony Carnevale, Kotaku: "Rogue Creator Says We Need A Better Word For Permadeath"
- Josh Ge, speaker: "Roguelike Celebration 2016, the Experience"
- Mark Gritter, attendee: "Roguelike Celebration notes 1/N", "Roguelike Celebration 2/3", "Roguelike Celebration notes 3/3"
- Justin Hamilton, attendee: "Roguelike Celebration 2016"
- Alex Handy, Software Development Times: "SD Times Blog: The story of Roguelikes and ASCII"
- John Harris, speaker: "Roguelike Celebration, Notes on My Talk"
- Santiago Zapata, speaker: "Roguelike Celebration 2016 San Francisco"
- Alex Zelenskiy, attendee: "Roguelike Celebration Recap"
Swag for attendees and speakers
            Just for fun, we designed badges, pins, t-shirts, and socks for all attendees, along with special t-shirts and challenge coins for speakers. We got to make roguelike fan merchandise!
            
 Badges (and nail art) designed by Danielle Baskin.
            
 Pixelly potion pin designed by Amanda Glosson, and Nethack treasure zoo pin designed by Noah Swartz.
            
 Speaker t-shirt designed by Allison Hughes (an audience listening to a speaker), attendee t-shirt designed by Amanda Glosson (with pixelly dungeon creatures and items), and @ symbol socks designed by Allison Hughes. If you want to make custom socks, Sock Fancy does a great job.
            
Challenge coin for speakers (a wizard with a wand and spellbook, surrounded by potions), designed by Allison Hughes. We thought it'd be nice to give speakers a little memento they can display.
            Decorations
            We had a table with an altar, potions, unidentified scrolls, oil lamps, comestibles, bones, a candlelabrum with candles, a silver bell, a crystal ball, lizards, leather armor, a wooden flute, amulets, rings, spellbooks, a mirror, tins, a tin opener, and other items from Nethack.
            
            
            We put up posters with quotes and monsters from Nethack.
            
 "You are lucky! Full moon tonight." and the warning you get at the gate of Gehennom. There really was a full moon that night. (Photo by Matt Boyd.)
            
Sponsors
            
Eventbrite generously donated use of their office space as the venue — thank you to them and their staff.
            
DigitalOcean generously supported this celebration.
            A few of the tweets
            People wrote lots of nice tweets with quotes and photos. Here are a few of them!
Attendees
Rogue panel
Bits from various talks
           
            
              
              
                9:00
                Doors open. Coffee available.
               
              
                9:45
                Kick-off in the cafeteria with Noah Swartz.
               
              
                10:00
                
                
                  To the uninitiated, roguelikes appear simple: text blips denoting monsters and legendary heroes prowl through dungeons hewn from hash signs and periods. Under the hood, these games abound with clever algorithms that ensure no two adventures will ever be the same. Dungeon Hacks author David L. Craddock plumbs depths of 10,000 feet to discuss the history of the genre—from primordial titles like Beneath Apple Manor and Rogue to contemporary classics such as NetHack and Angband, and the foundational tropes that inspire the roguelike authors of today.
                
                
                  David L. Craddock is
                  the author of several books on game development including Dungeon Hacks, Stay Awhile and Listen, and Break Out: How the Apple II Launched the PC Gaming Revolution. Additionally, he is the author of Heritage, a fantasy novel for young adults named runner-up of the Shortlist for Speculative Fiction Book of the Year (2014) – Book Publishers Association of Alberta.
                 
                
                
                  George Moromisato will talk about his love for Nethack and how adapting its mechanics to his game, Transcendence, taught him more about game design than any course or book. Along the way he’ll speculate on what makes Nethack (and other Roguelikes) so special, and what makes them so much deeper and engaging than many big budget games.
                
                
                  George Moromisato is an American software engineer and game designer. He’s been programming for 70% of his life and has worked at Microsoft, IBM, and Lotus Development Corporation. He is the creator of several computer games, including Anacreon (one of the first 4X games), Chron X (the first online collectible card game), and most recently, Transcendence. You can reach him via email ([email protected]) or Twitter (@Transcendence).
                 
               
              
                10:30
                
                  Track 1
                  Rogue panel with Ken Arnold, Michael Toy, and Glenn Wichman.
 
                
                  The three original creators of Rogue will have a panel discussion
                  about rogue and its history, moderated by David Craddock. They
                  will discuss the game's development and their process as well as
                  its legacy, before opening the floor for questions from the audience.
                
                
                
                  This talk examines how features of the roguelike
                  genre relate to accessibility for visually impaired players, using
                  Nethack as a case study. Several changes were made to Nethack to
                  make it more accessible, and the feedback from this case study
                  provides several lessons as to how roguelike games in general can be
                  made more accessible, as well as what aspects of them pose the
                  biggest challenges to accessibility.
                
                
                  Alexei Pepers is a graduate of the University of Calgary, who is
                  now working as a programmer in the games industry at Beamdog. She has
                  loved Nethack since childhood and always wanted to know how it ticked,
                  so in the final year of her degree conducted a research project on
                  introducing accessibility for visually impaired players to Nethack,
                  under the supervision of Dr. John Aycock. John Aycock is an associate
                  professor at the University of Calgary, and the author of Retrogame
                  Archeology: Exploring Old Computer Games.
                 
               
              
                11:00
                Break.
                
                  Enjoy our dedicated quiet room (the library), socialize with speakers and attendees, or just relax.
                
               
              
                11:15
                
                
                  Levels of Rogue are virtual spaces, but also typographical grids that relate to a 1st century Latin word square, typewriters from the 19th century, concrete poetry and visual art in the 20th century, and preceding computer games. By considering the history of monospace type, character sets, and the visual arrangement of punctuation and letters, along with the ways language has been inscribed by hand, by machine, and digitally, it's possible to see new genealogies for roguelikes and new contributions these games have made.
                
                  Nick Montfort works in creative computing, particularly as it relates to language and text. He develops computational art and poetry, often collaboratively. He studies video and computer games, popular and obfuscated programming, digital poetry and other electronic literature, demoscene productions, and aspects of computing that are less easily classified. He is professor of digital media at MIT and lives in New York and Boston.
                 
                
                
                  The eternal war against the Hypothetical Optimal
                  Player: how to avoid players' worst instincts and
                  make a game that's fun to play well.
                
                
                  Nicholas Feinberg is an obscure independent game
                  developer (best known for Manufactoria), Nicholas
                  joined the Stone Soup team in early 2014. He's since
                  become one of the most active developers. Likes:
                  elegant, minimalist designs, non-traditional
                  settings, and long walks on the beach.
                
               
              
                11:45
                
                
                  Beyond the Mad Lib (But Just Barely): an oral
                  history of the ways in which Kingdom of Loathing
                  uses procedural text generation for flavor and
                  humor.
                
                
                    Zack Johnson is the creator of the long-running web MMORPG Kingdom of Loathing and its upcoming cowboy spinoff West of Loathing. If prompted (or intoxicated) he will speak at length on the virtues of HTML frames.
                 
                
                  Track 2
                  Angband with Erik Osheim and Robert Au.
                
 
                
                  Alter Reality:
                  Erik Osheim and Robert Au will talk about the
                  evolution of Angband over the last ten years of
                  development. Starting with the unofficial release of
                  3.0.7s, this will include the creation of a dev
                  team, the successful effort to relicense Angband,
                  and the sometimes controversial efforts to continue
                  to develop and improve Angband. The talk will focus
                  on Angband’s game mechanics as well as the
                  principles and development practices that keep the
                  project going.
                
               
              
              
                2:00
                
                
                John Harris is the author of 
@Play, a column about roguelike games.
                
                  Surface-dusting Storytelling: Humor and Fiction in
                  Dungeonmans. Roguelike players enjoy building their
                  own fiction around the adventures of their hero, and
                  this is usually encouraged by the ridiculous
                  specifics and wild build customization available in
                  most roguelikes. There's a spectrum between a blank canvas
                  world where everything centers on the travels of
                  your murderhobo, and a highly detailed world with
                  concrete fiction such as Qud. Jim will talk about
                  how you can bring more of their setting's ideas to
                  life without having to dive too deeply into a
                  fiction, as well as how to apply humor with enough
                  subtlety as to not beat players over the head with
                  it.
                
               
              
                2:30
                
                
                  The creators of Dwarf Fortress discuss the influence
                  of several roguelikes on the foundation and
                  continued development of the project.
                
                
                  Tarn and Zach Adams are the co-founders of Bay 12
                  Games. Their main project is Dwarf Fortress, a
                  fantasy simulation game which is distributed free of
                  charge and has developed a strong niche
                  following. While centered around a dwarven colony
                  mode, the game's adventure mode is a traditional
                  roguelike roleplaying game.
                
                
                
                  Get your game done: Experiences through the
                  development of 13 roguelikes.
                
                
                    Santiago Zapata (also known as Slash) has been messing around with roguelikes for about 15 years. Creator of roguebasin, roguetemple, and many not-so-famous roguelikes, he enjoys pushing the boundaries of the roguelike genre to create new gameplay experiences, while keeping the spirit of the originals.
                 
               
              
                3:00
                Break.
                
                  Enjoy our dedicated quiet room (the library), socialize with speakers and attendees, or just relax.
                
               
              
                3:15
                
                
                  From Hobbyist to Full-time Roguelike Developer.
                  Tracing my route from before I even knew what a
                  roguelike was to years of exploring the genre and
                  community before setting out to create a grand and
                  innovative roguelike with just the right mix of
                  traditional and modern features to help guide the
                  genre towards a more mainstream audience without
                  losing anything that makes roguelikes great.
                
                
                  For the past three and a half years,
                  Josh
                  Ge (aka Kyzrati) has been working on Cogmind, a
                  sci-fi robot-building roguelike with a focus on
                  audiovisual immersion and a combination of
                  procedural and handmade content. Josh has spent
                  years helping other developers in the community,
                  writing articles about building roguelikes, and also
                  created REXPaint, a widely-used ASCII art and
                  roguelike development tool.
                 
                
                
                  Procedurally generated content is
                  great, but writing so much custom code becomes
                  unwieldy and too many great projects die tangled-up
                  in long chains of if-statements.  Tracery, a popular
                  and newbie-friendly generation tool, can keep data
                  for procedural content generation separate from the
                  gameplay code, while still generating neat stuff.
                  The creator of Tracery demos a few neat tricks
                  (no-hassle reskinning of RPGs and more!) and shows
                  some hard-earned lessons for how keeping your data
                  and code separate can make projects clean,
                  maintainable, and fun to build.
                
                
                  Kate
                  Compton is a long-time Procedural Content
                  Generation (PCG) practitioner.  She wrote the first
                  paper on procedural platformer levels, generated the
                  planets for Spore, and wrote the latest SimCity fire
                  system.  She is now a PhD candidate at UC Santa Cruz
                  developing artificial intelligence to augment human
                  creativity with generative art.  She likes laser
                  cutting, 3D printing, artbots, twitterbots, and
                  baking.
                 
               
              
                3:45
                
                
                  I will give a quick run through developing ADOM for
                  24 years commenting on particularly strange,
                  enlightening, amusing and memorable events during
                  that time. Maybe I'll even show a little bit of the
                  source code. ;-)
                
                
                  Thomas
                  Biskup has been the ADOM developer and
                  maintainer for over 20 years. Besides spending time
                  on ADOM he is a computer scientist, founder of
                  QuinScape GmbH, a German IT service company,
                  published RPG designer and general nerd and
                  geek. And between all that he even managed to finish
                  his Ph.D. (but he only insists on being called
                  Doctor if you annoyed him or he is annoyed of you
                  ;-) ). He is proud to have been there at the dawn of
                  time when the Internet as we know it nowadays
                  evolved and notices that he's getting old when he
                  starts mumbling about "the great olde times of
                  yore".
                 
                
                
                    Markov text generators are 
hilarious,
                    
poetic,
                    and 
surprisingly
                    creative. But they haven't found much of a home in games.
                    In this talk, Jason Grinblat teaches you to build your own
                    Markov text generator. He then walks through a design experiment
                    in which he uses Markov text to procedurally generate in-game
                    lore books for his roguelike/RPG, Caves of Qud. He explains
                    how he moves beyond "just a generator" and weaves a game mechanic
                    around the text generation: players can research generated
                    books at an in-game library and learn meaningful secrets
                    that they can act upon in the game world.
                
                  Jason Grinblat is co-founder, designer, writer, and gameplay programmer
                  for Freehold Games,
                  the tiny studio behind Sproggiwood and Caves of Qud.
                  Their mission is to build imaginative games that involve
                  offbeat settings, interesting tactical situations, and a
                  whole lot of emergence in the tradition of the roguelike genre.
                 
               
              
                4:15
                Break.
                
                  Enjoy our dedicated quiet room (the library), socialize with speakers and attendees, or just relax.
                
               
              
                4:30
                
                
                  Drew is the owner
                  of 
nethack.alt.org,
                  the host of 
nethackwiki.com, and the author of
                  
dgamelaunch (the frontend for most public Nethack
                  and Nethack variant servers these days). He will
                  talk about the role of public servers for roguelikes
                  and will field questions about NAO.
                
                  The creator of Brogue will talk about emergent
                  storytelling in roguelikes. How can each play of a
                  procedurally generated game feel distinct and
                  memorable to a veteran player? And how can a single
                  player game reward both skill and creativity? Brian
                  will discuss specific gameplay elements and game
                  design techniques to maximize the number of unique
                  player experiences per unit of game content.
                
                
                  Brian Walker grew up playing the original Rogue. He taught
                  himself to code by developing Brogue to be the
                  roguelike that he always wanted to play.
                
               
              
                5:00
                
                
                  Five-minute talks covering any topic that an
                  attendee wants to talk about.
                
                
                
                In the words of the Bad News team: "The third installation of Bad News was at the Roguelike Celebration in San Francisco. For the first time, we conducted a live playthrough in front of an audience. This was done in in the style of a radio play: gameplay still took place in an isolated room, but the audio was piped into an auditorium where the wizard also performed live, with his interface projected onto a large screen; additionally, the guide provided narration about behind-the-scenes activities. Trivia: Both Rogue and Bad News originated at the University of California, Santa Cruz."
                
 
                
                
                  Voyageur is an upcoming literary RPG about exploring
                  a galaxy full of distinctive cultures and
                  ideologies. This is a 20-minute talk about how
                  Voyageur uses prose generation to create evocative
                  descriptions of procedurally-generated places.
                
                
                  Bruno
                  Dias is a game developer, IF author, writer, and
                  theorist based in São Paulo, Brazil. His nonfiction
                  writing has appeared on Giant Bomb, Zam, and ZEAL;
                  currently, he's working on Voyageur, a literary
                  science fiction game about one-way space travel.
                 
               
              
                5:30
                
                  Track 1
                  Show and Tell.
                
                
                  Bring a laptop with your favorite game on it and
                  show it off to other participants!
                
                
                  Track 2
                  Bad News.
                
                
                  Track 3
                  Open Play.
                
                
                  Perhaps try a game you haven't tried before, with
                  the option of help from experienced players when you
                  get stuck (or offer to help others). Plus: wiki
                  editing time, collaboratively
                  updating 
articles
                  on Wikipedia and other popular wikis, such
                  as 
NetHackWiki, 
Crawl
                  Wiki,
                  and 
RogueBasin.
                
 
              
                6:30
                Event ends. Hard stop at 7:00.
                
                  Thanks for attending!