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Out There, das Spiel, das dem Weltallerkundungsroguelike meiner Träume erschreckend nahe kommt, hat es in erweiterter Form auf den PC geschafft. Grund genug, hier erneut darauf einzugehen, was mich an der mühevollen Fortbewegung und den unspektakulären Toden dieses Spiels begeistert, nämlich die Umsetzung einer ästhetischen Kategorie aus dem 18. Jahrhundert (mit Wurzeln in der Antike). Diese Idee wird in der Kunst das Erhabene genannt und beschreibt jene widersprüchlichen Empfindungen, die gewaltige Anblicke in uns auslösen können: die Anerkennung ihrer Schönheit und den Schrecken unserer Hilf- und Bedeutungslosigkeit im Angesicht dieser Größe.
Welch glückliche Fügung, dass wir uns als erstes Spiel des Monats The Binding of Isaac vorgenommen haben! Als ich meinen Brief an euch ursprünglich verfasst habe, stand die Auswahl noch in den Sternen, nun aber hat es sich ergeben, dass sich die Pfade dieser beiden Serien kreuzen, was es mir erlaubt, mit meinem Beitrag zur monatlichen Diskussion auch unsere weitaus verwirrtere, unstrukturierte Roguelikeschau zu eröffnen. Also: Reden wir über Isaac, reden wir über Religion.
Ich schreibe euch in der Hoffnung durch das Festhalten meiner Gedanken mein Unverständnis gegenüber einem Phänomen zu bannen, das nicht nur seit etwas mehr als einem Jahr die Videospielszene durchwirbelt, sondern auch meinen eigenen Geschmack auf den Kopf gestellt zu haben scheint. Was passiert da mit mir, dass ich plötzlich über zweihundert Stunden mit einem Spiel verbringe, mir Gedanken zu meiner Platzierung auf einer Weltrangliste mache, mich beim Spielen aufnehme und das Resultat im Internet veröffentliche?
Die Rede ist von Roguelikes - wahlweise auch zuckerfrei als Roguelites, romantisch verwirrt als Roguelike-likes oder unheilvoll als Procedural Death Labyrinths bekannt - einem Genre, besser, einer Designphilosophie, die seit meiner Initiation in den Höhlen von Spelunky mein Leben infiziert und andere Arten von Spielen zu einer Randerscheindung neben der regelmäßigen Selbstkasteiung gemacht hat. Danke übrigens nochmal dafür, Rainer. Schon vor über einem Jahr habt ihr euch Gedanken zu der Verbreitung des Konzepts gemacht, versucht seine Entwicklung und plötzliche Wiedergeburt zu begreifen, die Essenz seiner Faszination zu erfassen. Seitdem sind auch meine Überlegungen gereift, vor allem aber die Gewissheit noch immer weit von einem Verständnis des Phänomens Roguelike entfernt zu sein.