Roguelike Definition 2.0

Roguetemple presents you a small and comprehensive list of several factors for evaluating the roguelikeness of a game; those may help you get an idea of what a roguelike is:

High Value Factors
Random Environment Generation The game world and its contents are mostly procedurally generated with each game.
Permafailure (including Permadeath) The character must pay for your mistakes and choices, sometimes at the cost of his life. Restoring games is discouraged and only provided to allow continuing split games.
Turn Based Interaction All entities in the game world are queued in an endless loop and get their independant discrete turn to act.
Single command set You can access all game commands from any place into the game. There are no artificial restrictions on what actions are available in a given game situation, for example inside or outside battles.
Free form Your advancement is not enrouted into a linear progression. You get to choose what to do, how and when.
Discovery mechanics You must research or find out the nature and usages of the items into the world.
Middle Value Factors
Single player You control a single character
Plenty of content There are enough monsters types and items to make it worthwhile exploring. This is contrast of a small set of known item and monster types. (more than 24 monster and item types is a good measure)
Complex non-trivial world and object interactions Items have non-trivial usages, you can do some things which may not be obvious for the item nature.
Low Value Factors
High ramped difficulty The game gets hard very quick and you are very unlikely to win until you have acquired enough experience.
Monsters are players The nature of the monsters is similar to the player, they can have equipment, player-like stats, artificial intelligence and are subject to the same world rules
Character-based display The player interacts with the world via a user interface based on character symbols that represent UI artifacts and entities into the world.
Hack and Slash Gameplay involves around killing things to become more powerful and acquiring treasure to buy better equipment and repeat the cycle

6 thoughts on “Roguelike Definition 2.0

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  5. Dan Parker

    Hello roguetemple :)

    My name is Dan. I am emailing you to seek advice and possibly help in how you have handled yourselves in the video game world. A programmer and I have been in the idea and process of creating our own video games someday. We were really excited to but before we could do that we had to take care of the step befor that which is making a program… that makes video games. So in a little over 2 years we have been working on what we call Basis. It’s an animation program that we feel is revolutionary with some of its tools and incredibly versatile to many different kind of game/level developers. We finally have completed its first ready to release version and have now put it out there. We are now going to well know people in the community and asking them to try it out for themselves. We are hopeful that it is beneficial to everyone and that we can reach a community that can use this for their advantage. It is completely free and again is still in release form, but we are hopeful in advice and feedback to make it better. Anything will help and exposure is our greatest ally right now. Thanks so much for hearing me out on this. Also thank you for your contributions to the video game world and hope that we might see at least some of what you guys have been able to do.

    Here’s the link:

    Thanks so much again :)

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