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Re:Roguelikes: The Misnamed Genre (2011) by GuB-42 on Thursday January 13, 2022 @08:36PM (#29929532)
For me, roguelike = procedural generation + permadeath, that's all. Some people call these games "roguelites", and have a much stricter definition for "roguelike", but I still consider it one of the best defined genre.

Procedural generation and permadeath are a perfect combination. Permadeath is a powerful mechanic, but by itself, it is very frustrating, because if you die, it forces you start over and redo everything you have done. Procedural generation solves the problem by making every game unique. We probably can add a form of character building and progression to the definition, otherwise death would be meaningless and it would be more like a traditional arcade game.

There are other aspects to traditional roguelikes: turn-based, dungeon crawlers, resource management, hack-and-slash, etc... But none of these aspect synergize as well as procedural generation and permadeath, that's why I consider it the true defining feature.

Re:Roguelikes: The Misnamed Genre (2011) by bitofhope on Saturday January 15, 2022 @09:28AM (#29946601)
Procedural generation + permadeath includes Tetris and Solitaire.

I just try and avoid the whole word nowadays. The Berlin interpretation was a fairly decent guideline when there were just a bunch of turn-based tile-based dungeon crawlers with randomized levels, many of them with text-based graphics and/or developed under early free software models. Then Diablo came along, brought a real time aspect into it.

Personally, I think the procedural generation aspect is overrated when it comes to the genre definition. Say you fork Rogue and hardcode the level layouts, item and enemy placements and so on. It would probably be an inferior game, but still in the same genre of game, I think. At least the game would change less than if you made it real time or somehow removed the grid lock.

I tend to say something like "turn-based dungeon crawler". This way I can talk about games that are like Nethack or DCSS without having to clarify I don't mean platformers, twin stick shooters or -- god forbid -- deck building games of all things. I like action games just fine, often more than turn-based dungeon crawlers, but the itch they scratch is a different one.

Re:Roguelikes: The Misnamed Genre (2011) by morelisp on Saturday January 15, 2022 @04:47PM (#29950655)
The Berlin Interpretation significantly postdates Diablo II and was written by people deeply familiar with the breadth of the traditional roguelike genre, from the direct Hack and Angband descendents, to lesser-known PC crawls like Telengard and Castle of the Winds, to the non-English descendants via Fushigi no Dungeon. You can (probably should!) argue with its definition but the suggestion that Diablo upended it is silly.

> I tend to say something like "turn-based dungeon crawler".

Like Wizardry, Eye of the Beholder, and MegaTen, got it. (Wait...)

Re:Roguelikes: The Misnamed Genre (2011) by bitofhope on Tuesday January 18, 2022 @12:34PM (#29982607)
Late reply, but I'll bite.

I was under the impression that BI was a few years older than it is, so thanks for making me check. Actually, the fact it was made so recently and by people so familiar with the diversity of the genre makes me less forgiving of its weird specifics and priorities.

I do not and never did think Diablo single-handedly upended the definition, but I do believe it (and its sequel):

1) Took so many of its design elements from roguelikes that in the context of its time, it was not unreasonable to consider it a new take on that genre's formula

2) Was a major, if not definitive influence on many of the roguelites that would follow afterwards

Actually, if Hades and Angband were both called "diablolikes" instead, there would probably be much less fighting over it. ("Less" not implying none. Genres can always be fought over and naming genres after specific works rarely works well anyway)

As for Wizardry, EotB, Megami Tensei, I genuinely think they look closer to a quintessential roguelike than a lot of roguelites do. If those are the smart-ass edge cases, I'm pretty happy with my wording. I didn't even intend the description to be synonymous with roguelike, but "turn based dungeon crawler" seems to include almost all games I consider to be true roguelikes and less games I don't consider roguelikes than the most actual attempted definitions of roguelike I've seen around.

If it turns out that first-person dungeon RPGs with combat-specific interface are actually an especially prevalent subset of the turn-based dungeon crawler category, I might have to start differentiating the ones with top down perspective or non-modal gameplay. So far I haven't found that to be an issue.

Re:Roguelikes: The Misnamed Genre (2011) by lemoncookiechip on Friday January 14, 2022 @05:52AM (#29932915)
Roguelites unlike Roguelikes (the lite and like parts are self-explanatory), have some progression outside the permadeath runs. The Binding of Isaac, Dead Cells, Hades... are all roguelites, due to having this permanent progression (unlocking new items, skills, increased statistics...) that carry on to new runs. Roguelikes don't have a progression outside of individual runs, so each run is a fresh start.

People who are unfamiliar with the terms just end up using them interchangeably.

Re:Roguelikes: The Misnamed Genre (2011) by thriftwy on Saturday January 15, 2022 @08:16AM (#29946091)
Classical roguelikes have bones/ghosts mechanic, which is progression-lite. Multiplayer DCSS servers even have multiplayer bones - you can meet and fight ghosts of other players' deaths.
Re:Roguelikes: The Misnamed Genre (2011) by mboerwink on Saturday January 15, 2022 @02:49PM (#29949558)
I have always interpreted bones/ghosts as using previous runs as an additional source of level-generation data, rather than a progression mechanic. In the game, it is realistic that other adventurers would have attempted what you are attempting (and died trying). The game could fill in this assumption by randomly generating ghosts and loot, but real-world data is more interesting and nuanced. For example, one of my favorite components of the nethack bones system is seeing the cause of death of the ghosts I run into. Again, 'cause of death' could be reproduced with some random generation, but it wouldn't be as good.

Anyway, I only play nethack on public servers or using the nethack hearse tool, so I don't 'progress' by using my own bones files. Maybe if you play purely locally, you can view your own bones files as a form of progression.

Re:Roguelikes: The Misnamed Genre (2011) by morelisp on Saturday January 15, 2022 @04:51PM (#29950692)
Mechanically speaking, bones can also only get you so far. You have to first get to them to take advantage (and you can't control if they'll actually show up or not), but... then you already got as far as the bones did, and are presumably roughly equally equipped. Usually only 1-2 items orthogonal to your current loadout are useful (e.g. you wished for good armor this game, but a good weapon in the bones game). Also, the bones failed, so on average you are probably better off than they were.

(That's assuming you don't do some degenerate play like get a bunch of loot, run back to level 2, and die purposefully. At that point you might as well savescum.)

In most games bones also represent a significant risk. The ghosts fight you, the items come cursed, etc.

Re:Roguelikes: The Misnamed Genre (2011) by olodus on Friday January 14, 2022 @12:10AM (#29930812)
I think on Steam games that take clear inspiration from Rogue (so top down, turn based, maybe ASCII based) are tagged Traditional Roguelikes. I personally like the Roguelike/Roguelite split you outlined but I can understand why people get confused by the names. I agree that permadeath + procedural generation is such an amazing mechanic combo that it needs to have its own name to easily be described when you present it into new base mechanics or game form.
Re:Roguelikes: The Misnamed Genre (2011) by raspyberr on Saturday January 15, 2022 @10:44AM (#29947194)
Those two are just design principles and I completely agree that they are great together. However, those two don't form a genre. The classic roguelikes e.g. rogue, nethack, brogue, dcss, doomrl etc. very clearly are a genre. They're very similar yet all do their own thing and do interesting things in the confines of the genre. Modern roguelikes aren't a genre because there's so many variations that it's meaningless. Risk of Rain 2, Dead Cells, Hand of Fate, Binding of Isaac, Ziggurat. They're all roguelikes apparently. But they all play so differently. What's the point? It's like saying Contra, Super Mario Bros, Battletoads are all in the same genre because if you die a couple times you have to start from the beginning.
Re:Roguelikes: The Misnamed Genre (2011) by richardjdare on Saturday January 15, 2022 @08:52AM (#29946327)
The thing is, in many cases "Roguelike" is not a helpful description. It's like calling Megaman an "R-Type-like" because it's a side scroller with a beam-up weapon. The things that make Megaman what it is, have nothing in common with R-Type even though they share a couple of game mechanics.

I got really confused when people called Spelunky a roguelike. If my friend called on the phone and asked me what Spelunky was like, I'd say "A Rick Dangerous style platformer with procedurally generated levels" - and he'd have a pretty good idea of what I meant. If I said "It's a roguelike" he'd probably think I was talking about Dungeon Crawl Stone Soup, or ADOM or something.

Re:Roguelikes: The Misnamed Genre (2011) by slightwinder on Saturday January 15, 2022 @08:45AM (#29946294)
> For me, roguelike = procedural generation + permadeath

So any game with a random map lacking a progress-system is rogue-like? Like Civilization, Sim City, Star Craft? No limit on the genre or type of interaction?

> Some people call these games "roguelites"

Rogue-lites have a progress-system that grows outside the sessions. So every run has meaning beyond the run itself.

Re:Roguelikes: The Misnamed Genre (2011) by usrusr on Saturday January 15, 2022 @10:23AM (#29946996)
None of those have permadeath even close to their core, and a tacked-on "ironman mode" does not change that. Star craft was even centered around an authored linear story campaign.
Re:Roguelikes: The Misnamed Genre (2011) by shkkmo on Saturday January 15, 2022 @10:32AM (#29947079)
> Like Civilization, Sim City, Star Craft?

Those games don't have permadeath. Permadeath means you can't recover from mistakes by loading a save file.

Re:Roguelikes: The Misnamed Genre (2011) by hypertele-Xii on Saturday January 15, 2022 @10:55PM (#29953110)
StarCraft never had randomly generated maps, by the way. I'd use Age of Empires as an example in its stead.
Re:Roguelikes: The Misnamed Genre (2011) by doodpants on Saturday January 15, 2022 @09:21AM (#29946543)
> For me, roguelike = procedural generation + permadeath, that's all.

By this definition, Minesweeper is a Roguelike. :-)

Re:Roguelikes: The Misnamed Genre (2011) by bitofhope on Saturday January 15, 2022 @09:33AM (#29946626)
+ Randomly generated environment + Permadeath + Turn-based + Grid-based + Non-modal + Exploration and discovery + Single player character (arguable) + ASCII graphics (arguable) + Numbers

Minesweeper ticks a lot of the Berlin interpretation boxes.

Re:Roguelikes: The Misnamed Genre (2011) by morelisp on Sunday January 16, 2022 @04:37AM (#29954594)
I think this is even somewhat uncontroversial, just that considered as such it's pretty shallow. Lots of 7DRL entries take minesweeper elements, and Shiren 5 includes minesweeper levels called "Explosion Rocks" (https://www.youtube.com/watch?v=-nAXgSiKotQ) in the same way many traditional roguelikes have sokoban levels.
Re:Roguelikes: The Misnamed Genre (2011) by TulliusCicero on Saturday January 15, 2022 @07:04AM (#29945746)
Same.

People yelling about how it needs to be a turn based dungeon crawling RPG to count as a roguelike are like those dudes still mad about how eSports aren’t even actual sports.

Re:Roguelikes: The Misnamed Genre (2011) by Msw242 on Saturday January 15, 2022 @12:54PM (#29948552)
I think procedural generation, permadeath, and you can unlock tools or advantages that you can take between attempts.

Loop Hero, FTL, etc are examples

Re:Roguelikes: The Misnamed Genre (2011) by shagie on Saturday January 15, 2022 @01:01PM (#29948629)
The unlocking of tools or advantages isn't present in rogue, BOSS ( http://www.roguebasin.com/index.php/BOSS ), larn, Moria, or Angband. It is only slightly present in Nethack via bones levels.

I would contend that any definition of a rougelike that excludes rogue is overly specific.