Posted December 21, 2017
I have hated on the term "roguelike" for years. In my mind back then, the term already referred to games like Nethack, which were everything Rogue was but with slight variations - different rulesets, classes... but the same tightly defined genre of game.
Well, that ship sailed... Now "roguelike" refers to an ever-widening group of games. But, for the most part the two traits leading people to call something roguelike are PERMADEATH and PROCEDURALLY GENERATED LEVELS.
To me this a huge mistake. I think THE defining characteristic of Rogue and its fellows is TURN-BASED PLAY. Sometimes, this is turn-based combat only. Sometimes the entire gameplay is turn-based.
It has seemed to me that the majority of things called rogulike nowadays are action realtime games. Like Binding of Isaac and Rogue Legacy - both of which are not bad games. But, because they are actiony, you can lose your life and have to start over because of bad reflexes or a slip of the thumb - which I think is anathema to the Rogue experience. Rogue was all about learning by experience and THINKING your way through the next playthrough, the next situation, the next room.
Which brings me to Darkest Dungeon. Turn-based combat. Makes the game. And the game is wonderful. Challenging, nail-biting, frustrating. Wonderful. And you can't die because of a thumb slip.
And, even though Darkest Dungeon is a very different experience from Rogue, I am quite happy to call it a Roguelike. It IS like Rogue in important ways. And the ways in which it is different are fun and refreshing.
Point is, I play Darkest Dungeon, I am reminded of Rogue in good ways. When I play Rogue Legacy I am not so much reminded of Rogue. I am more reminded of earlier action-platformers. The only reason Rogue comes up at all is when people say "permadeath" and "procedurally generated levels" - both of which are true - but the feel is not there.
Darkest Dungeon has the feel.
for more in the same vein, check out Sunless Sea
Well, that ship sailed... Now "roguelike" refers to an ever-widening group of games. But, for the most part the two traits leading people to call something roguelike are PERMADEATH and PROCEDURALLY GENERATED LEVELS.
To me this a huge mistake. I think THE defining characteristic of Rogue and its fellows is TURN-BASED PLAY. Sometimes, this is turn-based combat only. Sometimes the entire gameplay is turn-based.
It has seemed to me that the majority of things called rogulike nowadays are action realtime games. Like Binding of Isaac and Rogue Legacy - both of which are not bad games. But, because they are actiony, you can lose your life and have to start over because of bad reflexes or a slip of the thumb - which I think is anathema to the Rogue experience. Rogue was all about learning by experience and THINKING your way through the next playthrough, the next situation, the next room.
Which brings me to Darkest Dungeon. Turn-based combat. Makes the game. And the game is wonderful. Challenging, nail-biting, frustrating. Wonderful. And you can't die because of a thumb slip.
And, even though Darkest Dungeon is a very different experience from Rogue, I am quite happy to call it a Roguelike. It IS like Rogue in important ways. And the ways in which it is different are fun and refreshing.
Point is, I play Darkest Dungeon, I am reminded of Rogue in good ways. When I play Rogue Legacy I am not so much reminded of Rogue. I am more reminded of earlier action-platformers. The only reason Rogue comes up at all is when people say "permadeath" and "procedurally generated levels" - both of which are true - but the feel is not there.
Darkest Dungeon has the feel.
for more in the same vein, check out Sunless Sea