Janis Papanagnou
2023-07-06 11:21:57 UTC
The following data is taken from a post from "CSS Dixieland" (that
appeared in a recent thread "nethack gpl"), here reformatted for
Usenet (#columns < 80), and I added a column 'Popularity'.
Junethack 2023 - Played Games
Variant Ascensions Played Ascensions[%] Popularity[%]
NetHack-3.4.3 23 575 4.00 3.67
NotDNetHack 8 211 3.79 1.35
GnollHack 3 92 3.26 0.59
DNetHack 7 248 2.82 1.58
SlashTHEM 2 99 2.02 0.63
AceHack 3 174 1.72 1.11
NetHack4 9 588 1.53 3.75
NetHack-3.6.7 51 3936 1.30 25.11
NetHack-Fourk 1 84 1.19 0.54
NetHack-3.7.0 25 3333 0.75 21.26
XNetHack 3 501 0.60 3.20
EvilHack 4 742 0.54 4.73
Slash'EM 1 221 0.45 1.41
DynaHack 1 358 0.28 2.28
HackEM 2 837 0.24 5.34
GruntHack 1 470 0.21 3.00
UnNetHack 2 1245 0.16 7.94
NetHack-1.3d 0 61 0.00 0.39
SporkHack 0 77 0.00 0.49
FIQHack 0 196 0.00 1.25
SpliceHack 0 1630 0.00 10.40
I think it's interesting to observe that the Vanilla line (represented
by three entries, 343, 367, 370) sums up to 50.0% of the played games!
In other posting contexts I had mentioned that (for my taste) there's
already (more than?) enough variants existing. Given the popularity of
the various variants it may be worth a reconsideration.
About two(?) decades ago (when not that many variants existed) I seem
to recall to have heard that Slash'EM was a "testbed" for new features;
that those features that proved worthwhile made their way into Vanilla.
I think this is an interesting concept. It helped to maintain a standard
("Vanilla") line with consolidated features added (in a balanced way).
Meanwhile I played quite some variants; one problem I had was that many
variants had features that were overlapping, partly or fully, partly
implemented (slightly or completely) differently; in other words, that
there was no overall consolidated concept. That's fine if a variant has
a community that constantly plays just this variant or popularity.
I will not draw any (general) conclusions in this post. (The data gives
hints but not the statistical significance or all the necessary data.)
I think interesting data would also be the number of different players
for each variant, as an addition or refinement to the data column of
the number of played games. Then we'd certainly have a more accurate
definition of "popularity".
Personally, I think, I'll try out SpliceHack (10.4% "popularity") next.
Janis
appeared in a recent thread "nethack gpl"), here reformatted for
Usenet (#columns < 80), and I added a column 'Popularity'.
Junethack 2023 - Played Games
Variant Ascensions Played Ascensions[%] Popularity[%]
NetHack-3.4.3 23 575 4.00 3.67
NotDNetHack 8 211 3.79 1.35
GnollHack 3 92 3.26 0.59
DNetHack 7 248 2.82 1.58
SlashTHEM 2 99 2.02 0.63
AceHack 3 174 1.72 1.11
NetHack4 9 588 1.53 3.75
NetHack-3.6.7 51 3936 1.30 25.11
NetHack-Fourk 1 84 1.19 0.54
NetHack-3.7.0 25 3333 0.75 21.26
XNetHack 3 501 0.60 3.20
EvilHack 4 742 0.54 4.73
Slash'EM 1 221 0.45 1.41
DynaHack 1 358 0.28 2.28
HackEM 2 837 0.24 5.34
GruntHack 1 470 0.21 3.00
UnNetHack 2 1245 0.16 7.94
NetHack-1.3d 0 61 0.00 0.39
SporkHack 0 77 0.00 0.49
FIQHack 0 196 0.00 1.25
SpliceHack 0 1630 0.00 10.40
I think it's interesting to observe that the Vanilla line (represented
by three entries, 343, 367, 370) sums up to 50.0% of the played games!
In other posting contexts I had mentioned that (for my taste) there's
already (more than?) enough variants existing. Given the popularity of
the various variants it may be worth a reconsideration.
About two(?) decades ago (when not that many variants existed) I seem
to recall to have heard that Slash'EM was a "testbed" for new features;
that those features that proved worthwhile made their way into Vanilla.
I think this is an interesting concept. It helped to maintain a standard
("Vanilla") line with consolidated features added (in a balanced way).
Meanwhile I played quite some variants; one problem I had was that many
variants had features that were overlapping, partly or fully, partly
implemented (slightly or completely) differently; in other words, that
there was no overall consolidated concept. That's fine if a variant has
a community that constantly plays just this variant or popularity.
I will not draw any (general) conclusions in this post. (The data gives
hints but not the statistical significance or all the necessary data.)
I think interesting data would also be the number of different players
for each variant, as an addition or refinement to the data column of
the number of played games. Then we'd certainly have a more accurate
definition of "popularity".
Personally, I think, I'll try out SpliceHack (10.4% "popularity") next.
Janis