2398: The Many Faces of the Roguelike

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The phrase “roguelike” has been overused to such a degree in recent memory that it’s become all but meaningless as a descriptor of what a game is actually like to play, but if nothing else it acts as a suitable starting point for a discussion about how a game is constructed, what the player is expected to do in it and where its longevity comes from.

The reason why “roguelike” itself as a term isn’t particularly meaningful any more is that it’s diverged into a number of discrete but related bloodlines over the years, with each offering their own particular take on being inspired by the dungeon-crawling classic. And, just as with most things, not getting on with one particular roguelike absolutely doesn’t preclude you from enjoying others. In fact, this is one of the main reasons “roguelike” as a descriptor isn’t useful any more, because it doesn’t reflect the sheer diversity that is part of this subgenre in 2016.

Let’s take a look at the different branches.

The traditional roguelike

A traditional roguelike builds on the foundations of the original Rogue in a number of ways. It presents the player with a seemingly simple task to complete (usually “find the of y” or “kill the z“) and a means through which to accomplish this task, usually a multi-level dungeon that is randomly generated with each playthrough, but which has the final objective down on the bottom floor.

Traditional roguelikes don’t have to be presented as ASCII text characters, but many deliberately choose to, as a key part of these games is the fact they occupy a curious middle ground between tabletop roleplaying and standard computer-based hack and slash role-playing games, and as such a key part of enjoying them is having an active imagination with which to conjure up images of what your character is up to, the strange and terrifying dangers they’re having to deal with and the horrible effects that potion you probably shouldn’t have drunk is having on you.

A key aspect of traditional roguelikes is permadeath: in other words, your character dies, your save file is wiped and you have to start again. This mechanic can sometimes be circumnavigated by doing unspeakable things to your save game files, but doing so is generally — and quite rightly — regarded as cheating. In other words, if you’re going to play a traditional roguelike properly, you can’t just charge in with little regard for the consequences like modern hack-and-slash games, where the consequence for dying is usually little more than a portion of your gold and having to run back to where your corpse was.

Some traditional roguelikes try and tell an unfolding story by complementing the procedurally generated content with pre-composed quests, conversations, characters and lore items. More often than not, though, a more old-school, back-of-the-tape-box approach is taken, with narrative very much taking a back seat to exploration and character development in the mechanical sense.

One aspect where traditional roguelikes are heavily inspired by tabletop roleplaying is in the amount of freedom you’re given right from character creation. You can generally pick from different races, genders and classes as well as tinker with your base stats to construct the perfect (or entertainingly flawed) character of your dreams. But that freedom often carries over into the game itself, too; many traditional roguelikes, for example, allow you to dig into the walls of the dungeon to change its layout or construct shortcuts, and the mechanics often afford the opportunity to be a little creative with your solutions to problems. A good example is the time I played Angband and ran out of torches several levels down in the dungeon, necessitating me “feeling” my way along the walls of the dungeon (by bumping into them, which reveals them on the map) until I could get back to the stairway up. This mechanic wasn’t hard-coded into the game, but I was able to do it successfully thanks to the systems that are in place.

Good examples of traditional roguelikes in my experience include the original Rogue, which is rather simple by today’s standards; Nethack, which is a good entry point if you can learn to decipher the ASCII interface; Angband, which initially seems extremely complicated but gradually becomes more and more understandable once you learn a few useful keyboard commands; Tales of Maj’Eyal (formerly Tales of Middle Earth), which is a highly polished, very flexible roguelike that strikes a good balance between storytelling and dungeon crawling; and Caves of Qud, which is unusual for the genre in that it has a sci-fi theme rather than Tolkien-inspired fantasy.

The modern Western roguelike

Modern Western roguelikes tend to take the basic structure of the traditional roguelike and present it in a manner that has more immediacy and accessibility. Perhaps the very best example of this is the wonderful Dungeons of Dredmor, which is as brutal as any traditional roguelike but has charming 16-bit era pixel art-style graphics, a quirky soundtrack and an entertaining sense of humour. Dungeons of Dredmor does the whole permadeath thing and allows you the freedom to build custom characters with a variety of skills — some of which are very bizarre indeed — but doesn’t quite offer the full freedom of a completely traditional roguelike thanks to the constraints placed on it by being presented graphically rather than abstractly.

Sword of the Stars: The Pit is another title worth checking out. While its visuals are shockingly bad, it’s an atmospheric game that, like Caves of Qud in the traditional corner, eschews the standard fantasy setting in favour of sci-fi. There’s an interesting selection of character classes and skills to play with, and some enjoyable mechanics to explore and discover as you play.

The modern Eastern roguelike

Japan latched on to the roguelike structure at some point in the last few console generations, and Eastern developers have produced some great games that have a distinctly Japanese flavour to them while still retaining a number of the key aspects of traditional roguelikes.

One important difference with Japanese roguelikes, however, is that they usually contain some form of persistence rather than permadeath. Death is still an inconvenience, but it rarely, if ever, necessitates going all the way back to the beginning of the game to start all over again.

Exactly how death is handled varies from game to game. In Final Fantasy Fables: Chocobo’s Dungeon for Wii, for example, dying causes you to lose all your non-banked gold and every item you were carrying except key items for the story and the equipment you had equipped at the time. You keep your experience levels and Job levels, so you can gradually “creep” forward in terms of progress, getting a bit more experience and power each time, until you can eventually just steamroller your way through by outlevelling the challenges — although a number of the bonus dungeons feature a “level sync” mechanic whereby if you’re over a particular level, you’re pushed back down to the maximum for that dungeon and sometimes given additional non-standard “rules” to folow.

In ZHP for PSP, meanwhile, your character resets to level 1 each time you enter a new dungeon, regardless of whether or not you cleared the last one successfully. The twist is, any time you exit a dungeon, be it through death or successfully clearing it, your character’s base level and stats increase, meaning that a “level 1” late in the game will be considerably more powerful than a “level 1” at the start of the game, particularly when you throw equipment into the mix. You still lose all the stuff you were carrying if you die, though, and to add further insult to injury your character develops a phobia of whatever killed him, causing various penalties when encountering them again until they “get over it” by successfully overcoming said challenge several times.

One Way Heroics for PC takes another approach again. Here, there’s a traditional permadeath system in effect, though you can retry the same game map by entering a specific seed on starting the game each time. There’s an element of player persistence, though, depending on how well you performed, and this was subsequently expanded with the Plus version of the game. You can unlock new classes, carry items over to a subsequent playthrough and upgrade the castle where every game starts (and by extension unlock a number of different quests besides the standard one). There are also a number of named characters you’ll encounter in your quests if you get far enough; once you’ve met them once, they’ll be revealed and give you tips on the post-game score screen rather than appearing as shadowy figures. There’s also a substantial meta-game in place where there’s a “true” ending that can only be unlocked through some extremely convoluted processes. It’s a Japanese game, for sure.

Roguelites

This term was, I believe, coined for Rogue Legacy, and is used to describe games that draw inspiration from traditional roguelikes but which tend to fall into markedly different genres and playstyles to the traditional turn-based top-down RPG that roguelikes usually are.

The aforementioned Rogue Legacy was an interesting affair, with Metroidvania-style platform action RPG action coupled with persistent progression between sessions by upgrading your castle and unlocking new abilities as a result. Each character was also regarded as a descendant of the previous one, too, meaning that there was the possibility certain genetic markers could be passed on. These could affect the gameplay — the hereditary ability to jump high or do more damage is very useful, for example — while others were largely there for humour and characterisation. A colour-blind character, for example, had to do their playthrough in black and white.

The Binding of Isaac is another well-known modern roguelite, this time combining the presentation of the original Legend of Zelda’s dungeons with some dark, disgusting visual humour and Gauntlet-style shoot ’em up mechanics. While Isaac didn’t have persistent progression in quite the same way as Rogue Legacy, you did unlock new items as you progressed through the game, which subsequently gave them a chance of appearing in future playthroughs rather than guaranteeing you’d have them. Collecting all these items provided a substantial metagame for Isaac, let alone the sheer challenge of actually getting to the end of the game.

Finally for now, one of the most recent roguelites can be found in the form of Enter the Gungeon. This is a straight-up action game with randomly generated levels, but its main appeal comes from the many varied and bizarre weapons you’ll pick up on each playthrough. There’s also an element of persistent progression as you unlock new features using currency you earn in each playthrough; like Isaac, there’s a substantial metagame in unlocking everything, though in this case, your unlocks will likely make subsequent playthroughs a bit easier to make it through.


It’s pretty fascinating how a simple title from the dawn of gaming has spawned such a diverse range of titles inspired by it to one degree or another. How many other games from those days can boast such a feat? Not that many.

#oneaday Day 526: The Adventures of Many Rogues

Amarysse the Cornac Fighter set out into the Trollmire, determined that she was going to find whatever hidden treasure the forest held. She didn’t let such petty concerns as monsters worry her — she had her sword in her hand and was ready for anything the forest could throw at her.

Chop! Down fell a forest wolf.

Hack! A fox, cleft in twain.

Slice! A swarm of midges, scattered to the four winds.

Smack! A troll biffed her on the head and she keeled over, dead.

Laramee the Higher Arcane Blade set out into the Trollmire, determined that she was going to find whatever hidden treasure the forest held. She didn’t let such petty concerns as monsters worry her — she had her sword in her hand and her innate magical abilities ready to burn any monsters to a crisp.

Chop! Down went a forest wolf.

Sizzle! A fox, burned beyond recognition.

Slicefizz! Her flaming blade tore through the flesh of an unwitting troll.

She found her way deep into the forest and was momentarily taken aback by a loud roar. Suddenly, a large troll, bigger than anything she’d ever seen before, bounded out of the shadows, punched her in the face, knocked her to the ground and then squeezed the life out of her.

Pierre the Cornac Archer set out into the Trollmire, determined that he was going to find whatever hidden treasure the forest held. He didn’t let such petty concerns as monsters worry him — he had his trusty bow ready to turn any monsters into a pincushion.

SUDDENLY, TROLLS.

Pierre died having fired off just two shots. The monsters that surrounded his corpse tore him to pieces.

Lord Bath the Higher Alchemist set out into the Trollmire, determined that he was going to find whatever hidden treasure the forest held. He didn’t let such petty concerns as monsters worry him — he had a massive golem with laser eyes as a companion.

Boom! He threw a bomb at a clump of wolves and laughed as they burned to a crisp.

Stomp! His golem squashed a snake underfoot like it was a tiny bug.

He heard a roar off in the distance, but instead of setting out to foolishly investigate what it was, he turned around and left the forest, planning on spending the afternoon in the local halfling village.

He wandered into the local shops, offloaded his ill-gotten gains to the local merchants (who looked a little intimidated by the giant golem) but was soon accosted by a shady-looking halfling.

“Come with me,” he said.

“Okay,” replied Lord Bath without a moment’s hesitation.

“I like a warrior who doesn’t shy away from a fight,” said the halfling, chuckling to himself. “Try not to die too quickly.”

“Wait, wha-?” said Lord Bath, suddenly finding himself in an arena with a gladiator bearing down on him.

“Golem! Strike him down!” he commanded, hiding behind a pillar and fumbling in his quiver for some alchemical bombs to hurl at his would-be assailant. The gladiator, fortunately, was more focused on the giant rock monster than Lord Bath.

Eventually, with a shattering crunch, the golem disintegrated and Lord Bath was left facing his assailant across the arena. Taking a few steps back, he continued hurling bombs at the gladiator, watching him gradually weaken with each successful hit.

The gladiator fell, then a halfling with a sling entered the arena.

“You have got to be joking,” said Lord Bath to himself, glancing over at the ruins of his companion and fumbling in his pack for more gemstones to transmute into bombs.

Eventually, the halfling slinger fell, but not before Lord Bath had taken a few blows to the skull. He lightly touched the runes infused into his skin and felt his wounds begin to heal, just as another swordsman entered the arena.

A few swift bombs later and the swordsman, too, was down for the count. Lord Bath was declared the champion of the Arena — for now — and let out to go on his way.

And he’s still alive to this day.

You can join the brutal permadeath fun with a free copy of Tales of Maj’Eyal, the only Roguelike I know of with online stat-tracking.

#oneaday, Day 330: On Death And Videogames

Kids today, huh? Don’t know they’re born. Want everything on a plate. In my day, we died by touching a piece of wall that was the wrong colour. And then we had to start all over again!

I am, of course, referring to the changing face of failure in video games. Failure happens these days, particularly in shooters, but nowhere near as much as it used to. And certainly the penalties are far less harsh than they used to be. In days of yore, you ran out of lives, that was it. A few years later, we started to see the arcade-style “credits” system in our home games. Later still, we had games in which you could continue indefinitely. And today, we have games in which it is almost impossible to fail because of the abundance of checkpoints, regenerating health and the like.

I picked up the Sly Cooper Collection for PS3 this week, and I’ve been playing through Sly Cooper 1. I was a little surprised to discover that it is a pretty punishing game. Our hero doesn’t have a health bar and dies at the faintest hint of water, spiky things, fire or dogs with giant hammers. This was initially frustrating, but it was a simple matter to readjust to the way we did things in 2002. It was also marginally less frustrating in the fact that this was the era of unlimited continues, making the use of “lives” almost irrelevant.

I say “almost”, because running out of lives does send you back to the start of the level instead of your last checkpoint, so there is incentive to take a bit more care. But it’s not frustrating, particularly as the game is designed so well that any screw-ups are usually the player’s fault, not the game’s.

It got me thinking, though. The Sly Cooper Collection is bringing this style of gameplay to a whole generation reared on regenerating health—heroes who can simply hide behind a pillar until they wipe all the jam off their eyeballs—and is a very different approach to what people might be used to. While many modern games encourage experimentation and exploration, Sly Cooper punishes stupid moves by killing you immediately. This has the side-effect of keeping the player on track and discouraging them from going too off-piste or attempting to “break” the game (or, heaven forbid, encouraging those assholes who use the word “glitch” as a verb) but I can imagine it would be frustrating to “modern” gamers.

I understand the later Sly Cooper games do have a health bar, suggesting that the latter years of the PS2 may have started gamers’ shifting towards being the pussies they are today.

Yeah, you heard me. Pussies. You don’t know pain until you’ve got to the last level of Castlevania only to lose all your lives and have to start all over a-fucking-gain.

The nearest to this experience we have these days is in the humble roguelike, which has the decency to delete your save game once you die. Better not get too attached to that awesome set of armour you found, because this might happen:

And no-one likes to die by stumbling drunkenly into a wall, having had a blubbering icky thing crawling on them and brown mold spores spurting up their nose.