rogue-like-design.org
1	* Repetition and Death - The Fun of Roguelike Game Design
2
3 I love Roguelikes. It's my absolute favorite genre of video
4 games. I'd like to talk a bit about them in this blog post;
5 specifically what I believe makes them so compelling, and what keeps
6 me spending my scarce video game time in this genre.
7
8 ** Preamble and Rogue Primer
9
10 There seem to be several competing definitions of what
11 a 'roguelike' is. It's a topic that is frequently
12 debated by lovers of the genre and it's associtated
13 offshoots.
14
15 Skip this section if you're familiar/uninterested in the
16 Roguelike definition argument and are more interested in
17 my thoughts on what makes these games fun/interesting.
18
19 _________________________________________________________
20
21 I tend to like the following break downs:
22
23 Rogue/like/: A genre characterized by its similarity to the
24 game Rogue (1980). Rogue was originally released for Unix
25 mainframe systems.
26
27 Additionally: See the following HTTP website for
28 the "Berlin Interpretation" of what a roguelike is:
29 -> http://www.roguebasin.com/index.php/Berlin_Interpretation
30
31 The above is widely used as a yard stick to determine if
32 something is a roguelike or not, though not everyone
33 agrees on this definition.
34
35 What /I/ typically think of as a Roguelike
36 is a game with the following characteristics:
37
38 -> ASCII and/or tile based graphics
39 -> Turn based game play
40 -> Permadeath
41 -> Procedural generation of game objects (levels, items, etc)
42
43 Examples of classic Roguelikes (excluding Rogue):
44
45 - Moria
46 - Angbad
47 - Hack/NetHack
48 - Dwarf Fortress (Adventure Mode)
49
50 Some modern games that I think encapsulate the spirit
51 of these classic games, while modernizing their interfaces
52 and ergonomics are games such as:
53
54 - Caves of Qud
55 - Cogmind
56 - Riftwizard
57 - Many others, see "Traditional Roguelike" tag on Steam
58 for more examples
59
60 _________________________________________________________
61
62 So now that we've covered the definition of a Roguelike,
63 lets look at a slightly different definition that's
64 emergered in the last two decades or so. What many people
65 call a 'Roguelite'.
66
67 Rogue/lite/: A genre that borrows many gameplay and
68 game design elements from classic Roguelikes, but
69 abandons others in service to a different game design or
70 direction. This is a very diverse genre, that mashes Roguelike
71 mechanics with a diverse set of other genres like first person
72 shooters, action RPGs, strategy games, and more.
73
74 Modern examples of what I'd call roguelites:
75
76 - Dead Cells
77 - Hades
78 - Ziggurat
79 - FTL
80 - Risk of Rain / Risk of Rain 2
81 - Slay The Spire
82 - Enter The Gungeon
83 - Many many more, see the "Roguelike" tag on Steam
84
85 Many roguelites typically include what I call a
86 "inverse difficulty curve" mechanic, which I'll touch more on
87 in the next section.
88
89
90 ** What Makes Roguelikes/Roguelites So Fun
91
92 Note: Henceforth when I say *RLs* I mean the broader
93 genre of roguelike and roguelites, unless otherwise specified.
94
95 At a high level, I think the answer to this question (for me)
96 is pretty simple. The best RLs keep one design choice at their
97 center IMHO:
98
99 --> Sufficient mastery of the games systems allows you to trivialize
100 the games difficulty.
101
102 Put another way, once you know the game well enough and have
103 traversed it's skill curve, inventive and exicting synergies
104 should start to emerge that you can capitalize on to absolutely
105 "break" the game. The euphoria of completely dominating a game,
106 by having mastered a set of "hard skills" and "abstract skills"
107 is (for me) unparalleled in comparison to other video game genres.
108
109 --> "Hard skills" can be defined as skill that's related to direct
110 player input and control mastery. This is for stuff like
111 dodging attacks, managing inventory, memorizing enemy moves,
112 etc. Typically these are less prevalent in "classic" roguelikes
113
114 --> "Soft skills" can be defined as mastery over the games
115 systems. Things like core mechanic functionality, understanding
116 how gameplay elements/effects synergize and reinforce emergent
117 properties.
118 ---> Eg. Your character has spell that sets themselves
119 on fire, but you have a fire resistance amulet and the floor
120 is covered in flammable oil
121
122 We'll come back to this idea, but lets take a step back for a moment.
123
124 _________________________________________________________
125
126 Most RLs typically contain the following ingrediants at the core of
127 their design:
128
129 --> A repetative core gameplay loop, structured upon a base set of
130 design choices
131
132 --> Some kind of core hook(s), designed to keep you engaged with
133 the repetative game loop
134
135 This classification might on it's face seem to exclude a favorite
136 RL of yours, but allow me to explain with some examples.
137
138 The (roguelite) game Hades has a tight core gameplay loop. You
139 have movement, a dash, and 3 different attacks. Enemies spawn,
140 and you fight them. Layered on top, you have a number of different
141 systems that start to ramp up the depth of the games systems.
142
143 As you progress through the game, these systems start to get
144 more complex and offer more choices. These systems (in Hades'
145 case, the excellent story as well), define the "hooks" that
146 take what is at it's core a relatively simple game, and turn
147 it into something remarkable.
148
149 To look at a more "classic" roguelike like Caves of Qud,
150 the core hook is the vast set of emergent gameplay possibilties
151 offered by the games core systems. Because the ingame world
152 is vast and uses meticulously curated procedural generation,
153 the oppertunities for making exciting game play choices are
154 extremely vast, which creates a desire to continue playing
155 and experimenting.
156
157 As you spend more time in the game, you start to
158 understand how your interactions with these gameplay systems
159 inform other system interactions you'll have later on. After a
160 sufficient amount of time engaging with these systems, you start
161 to see clear (or sometimes unclear) patterns of how to maximize
162 your effectiveness.
163
164 At it's best, your time spend mastering the "hard skills" and
165 "abstract skills" is rewarded by gameplay events where
166 you make a fool of the games difficulty.
167
168 Because you've developed such a deep understanding of the
169 systems, you can now absolutely crush the game as a satisfying
170 reward for your skill and ingenuity.
171
172 _________________________________________________________
173
174 In RLs I see two kind of distinct patterns for leading
175 the player to this game breaking power fantasy.
176
177 In modern roguelites, I typically see this being
178 introduced as what I called earlier an "inverse
179 difficulty curve".
180
181 Games that implement this system will typically
182 have some kind of character state that is tracked
183 across runs of the core gameplay loop. Advancing
184 this state makes every subsequent run easier,
185 or at least presents more choices.
186
187 An example of this is something like Enter The
188 Gungeon. When you start the game, you have very
189 few items unlocked, and you also don't have a
190 good grasp on the "hard skills", as you just
191 started playing. As you play (and fail), you
192 might unlock a new gun or item every other run.
193
194 Over time, this effect snowballs. As you get
195 better at the "hard skills", so does your
196 understanding of the "abstract skills",
197 and you have more choices (items/spells/powerups)
198 at your disposal.
199
200 This actually has the effect of making the game
201 /easier/ over time, but very cleverly, and
202 without changing the feel of the game that
203 much. Good roguelites pace the challenge
204 of the game to match this easier-over-time
205 feeling.
206
207 The culmination of this is typically "clearing"
208 the dungeon/story/etc of the game for the first
209 time, usually on what I'd call a "broken" run.
210
211 A run of the core game where you've finally
212 internalized the hard skills and systems
213 well enough to complete a run of the game, and
214 managed to do so with a spectacular set of
215 gameplay decisions.
216
217 Capitalizing on this understanding can lead you to keep
218 running the game, ever searching for an even more broken run,
219 where you've capitalized even further on your knowledge of
220 the games systems.
221
222 _________________________________________________________
223
224 In more classic Roguelike's, that don't offer this so called
225 "inverse difficulty curve", typically the carrot on the stick
226 is the implicit desire to clear the game. For example in NetHack,
227 to reach the lowest floor of the dungeon. But more than that,
228 it's the fun of dynamically adapting to the choices the games
229 systems present you.
230
231 RLs typically use procedural generation to create what can sometimes
232 feel like a slot machine. There's this intoxicating brew when starting
233 a run of what kind of luck you'll have, what kind of items you'll discover,
234 what kind of build will emerge based on the choices the game presents you.
235
236 In games like Caves of Qud, I've had runs end minutes into them, due to poor
237 luck, poor gameplay decisions made on my part, etc. I've also had runs where
238 all of my choices happened to make sense and perfect synergies revealed themselves
239 and I absolutely mopped up.
240
241 But these are typically outliers, and not where the real joy lies IMHO.
242
243 The best runs are those that keep you constantly guessing, on the edge
244 of your seat. Forcing you to constantly reevaluate your build, the
245 choices you've made so far. They force you to make difficult compromises
246 between what's fun, interesting, and viable.
247
248 They push your understanding and intuition about the games systems to
249 the absolute limit, and when you overcome these challeneges, it is
250 the absolute pinnacle of what video games can offer as a form of
251 entertainment.
252
253 In my opinion at least.
254
255 ** Closing Thoughts
256
257 If you made it all the way here, thanks for reading, I
258 know this was a longer one. I surprisingly have quite a
259 bit more to say on this topic, but figured I'd maybe leave
260 it for another time, as I've already coverted a lot here.
261
262 If you already love and play lots of RLs, right on.
263
264 If you're someone who hasn't checked them out yet, I'd
265 encourage you to give them a try, there's nothing quite
266 like them :)
267
268 Thanks for reading
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