Zangband is an interesting example of a game that kind of wrecked itself, at least as far as I can tell from reading about it now, and poking through its remaining web site and versions. At its height it was the hottest thing going in 'band-land, apparently, and had its own development team cranking out content--far more than Angband was, at the time. And variants like Hengband branching off, etc. But then they got really ambitious and replaced their small, fixed map wilderness with a completely procedurally generated wilderness--with no map view, clusters of boringly similar towns, and no obvious way to tell the level of the land into which you may wander, short of running into a dreadfully overpowered random monster--which appears to have been a big turn-off.
I might still be trying to play it except that the dungeon floor generation is either a) really plain and boring--early Angband style, I suppose or b) some really different styles but sometimes really hideous things like these sort of open levels with rows of houses or outbuildings flanked by hedges, which are just an awful, ugly slog. I hope those either came along *after* Hengband forked from it, or that Hengband didn't keep them. ; )
I might still be trying to play it except that the dungeon floor generation is either a) really plain and boring--early Angband style, I suppose or b) some really different styles but sometimes really hideous things like these sort of open levels with rows of houses or outbuildings flanked by hedges, which are just an awful, ugly slog. I hope those either came along *after* Hengband forked from it, or that Hengband didn't keep them. ; )
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