i hold the opposite position. when i see graphic tiles -- with those disgusting patches of grass that look out of place -- i want to vomit and ask myself how could anyone play that. ascii on the other hand looks belonged and streamlined. its really just a matter of taste though
If the game had used a graphical tileset from the beginning no-one would be suggesting now that it should be replaced with ASCII, for clarity.
False, many rooguelike players ask for ascii tile sets for roguelikes.
Also, I prefer ascii .
Citation needed.
Then lets say, if Roguelikes didn't have an ASCII past, no-one would look at a graphical tileset and think that ASCII could convey more information that graphics, since my original assertion was clearly too broad.
The saying is, literally, a picture is worth a thousand words. There are obvious advantages to using ASCII from a development point of view, but none that relate to interface clarity. Again, no-one would ask for ASCII if ASCII wasn't already established in the history of the genre. It's a relic that only serves a purpose because the game doesn't have better graphical support. Which, I am aware, is akin to saying the only reason we live on land is because we can't breath water. It's how it is.
ASCII is a terrible alternative to a good tileset, but maintaining a tileset is vastly more complicated and inherently less stable than using ASCII.
You could play chess with checkers pieces that had been identified with dots to differentiate them. You'd quickly get used to it and probably have no trouble playing a game after 15 or 20 minutes. But a little wood puck with dots on it is not a better ideogram than a carved horse, with all that implies. In my opinion.