It does not make too much sense from the point of view of traditional roguelike communities. Most roguelike players seem

Author : qembedcon3
Publish Date : 2021-01-07 07:32:39


It does not make too much sense from the point of view of traditional roguelike communities. Most roguelike players seem

From my point of view, the name “roguelike deckbuilder” does not make much sense. The event-based structure is an innovation from FTL, which goes against the traditional roguelike style of being non-modal. The combat system feels more like a jRPG; when playing jRPGs, I felt that the combat system (and its modality) was the major thing which separated them from roguelikes. Slay the Spire is run-based, but this is not an innovation, as all deckbuilders are! At least, every game of Dominion you play will be completely different. Something like “dungeon crawl deckbuilder” (Dominion is not a dungeon crawl) would make more sense.

Slay The Spire has popularized the genre known as “roguelike deckbuilder” games. It combines the ideas of deckbuilders such as Dominion, and the general event-based structure of FTL.

It seems that most roguelike fans accept using “roguelike“ as an adjective, for example “roguelike platformer” or “roguelike first-person shooter”. While slightly confusing, this makes sense: a game is a combination of two genres, it has all the properties of the genre appearing as a noun, and the compatible properties of the genre appearing as an adjective. We can also have “first-person shooter roguelike” (DRL) or “platformer roguelike” (a grid-based turn-based game where the structure of the level is similar to that of a platformer, e.g. Fuel or Bump). Although some people do this incorrectly (e.g. “deckbuilding roguelike” is wrong, “roguelike deckbuilder” is better).

A look at a thread of roguelike recommendations shows what people consider to be “roguelikes” today. Most people recommended run-based games which are not roguelikes in the traditional sense, some did mention traditional roguelikes. Almost no one recommended games of both kinds. Some roguelike celebrities say that the war is over, we should accept that “roguelike” means something different now.

It appears that the people who argue that roguelike means something different now have never (or almost never) played a roguelike in traditional sense. They think it is a tiny thing, or its rules are too specific to be a genre (there is about a thousand of games satisfying the criteria, and there are several subgenres, like hacklikes, puzzle roguelikes and broughlikes), very niche one (I know lots of people who play them — they are just not represented in more mainstream game media; while the part of the gaming audience who pays the most money would not be likely to enjoy them, you don’t need to be some kind of ultra-nerd either), less influential than classics such as Spelunky (roguelikes inspired three major genres, Spelunky inspired just one). There is no rational reason not to try a roguelike, especially if you want to be an expert on game design! Roguelikes would not inspire that many great games if they were not great games themselves. The best ones are free, they respect the player’s time, and players who try them are often amazed. DRL and DCSS are quite approachable. Since roguelikes are not based on state-of-the-art graphics, older roguelikes are still great, although the design of NetHack or Angband may feel too old today.

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finding the problem to solve; solutions come pretty easy.” — alludes to Einstein’s “understand the problem and the solution will emerge” wisdom, which is extremely relevant today, because we live at a time when our problems aren’t obvious, and the solutions aren’t that complex.

It is suggested that “Traditional roguelike” should be used for the original meaning. There are some issues with this idea. Some people started calling Spelunky a “traditional roguelike” even before this term was coined. Furthermore, “traditional” suggests lack of innovation; I would not call HyperRogue, or mostly any other puzzle roguelike, “traditional”. Some people do not consider puzzle roguelikes to be roguelikes; I am fine with this, but it appears that the majority of the community does. The alternative for “traditional roguelike” is “action roguelike”, which would not include turn-based games which are not traditional roguelikes, and also does not include Diablo for some reason, even though it is more similar to the tradition.

On the other hand, we need a word for a “roguelike” in the traditional meaning. There are people who want to play a game in this particular style, and game developers who create such games and want to quickly tell what it is. When “Doom the Roguelike” was released, the name made it perfectly clear what it was (as long as you have played any roguelike and Doom). HyperRogue is a roguelike taking place in non-Euclidean geometry; since roguelikes share their classic chess-like gameplay, they also share some basic strategies, and the change of geometry brings a new twist on them. It is annoying that such things would not be clear anymore. The original word was already bad, the least of all available evils, and run-based people have stolen it, even though they did not need it.

According to the Steam store page, “Darkest Dungeon is a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring”. While previously the developers of games inspired by roguelikes clearly said that their games are not roguelikes themselves (only inspired by them), it appears that the more recent games just call themselves roguelikes.

It is argued that traditional roguelike fans do not recognize that the language changes. We do: the 90’s definition, Berlin Interpretation and the current meaning are very different. If you went to the roguelike subeddit and said “Haque is not a roguelike because it is not free and has no character display”, you would probably be downvoted, just like if you said that Binding of Isaac is a roguelike.

I have not played Darkest Dungeon myself, but I have seen its roguelike, or even roguelite, nature challenged because it does not really have permadeath in roguelike sense. Your characters die, but they are more of expendable resources, your run does not end, you will win your first run. Furthermore, according to the complaints, the game is very repetitive, which the randomness of roguelikes aims to avoid.

An action platformer. As usual with games from that era, it does not call itself a roguelike, but rather a game “with roguelike elements” or “rogue-lite”. Despite of that, players call it a “classic roguelike” nowadays. While these players give “procedural generation” and “permadeath” as the requirements for this classification, Risk of Rain is not really procedurally generated: the level layout is mostly the same in every run (actually, there is one of two choices).

For some people, any game with permadeath and procedural generation is a “roguelike”. But it is not clear to me why these people even need this term. It is not a cool word: it was originally chosen as “the least of all available evils”. The main thing that all games called “roguelike” share is that they are run-based: the game is designed so that you play it many times. Randomness is a good way to make this interesting, but it is not necessary —in Risk of Rain, randomness is limited, and it is still fun. For some time, we had a “doom clone” genre, which was eventually renamed to the more descriptive “first-person shooter”, and I think we should similarly refer to run-based games as “run-based”. This would include games like Tetris, but it does not seem to be a problem, because these games are fun for the same reason as roguelikes are. Roguelike-like and roguelite did not catch, because they are too vague, and too similar to “roguelike”. Especially that there are like five significantly different meanings of “roguelike” commonly used, so why not just say exactly what you mean if you can.

It is not clear whether so-called “roguelikes” are actually a genre. Slay the Spire, Darkest Dungeon, Spelunky, FTL are very different games. Why should they be a genre while, say, “games where you can pet a dog” are not?

Also, it seems that being run-based, while important, is not the most important quality of traditional roguelikes — commercial traditional roguelikes usually dropped it, others are still fun if you were cheating permadeath.



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