this post was submitted on 28 Jul 2023
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Hello all, this is the first post in a series of posts I'll be making weekly to drum up some diverse discussion relating to all different aspects of gaming. I figured I would start with what I know, and so the first topic is thus: roguelike games. (If you think any of the below description is wrong or misleading, let me know - that's part of the discussion!)

The name of this genre is derived from the game Rogue, released in 1980. The exact definition of a roguelike has been a topic of discussion for a long time, but the core tenets are usually agreed upon to be random/procedural generation and permanent death (no saving and continuing a run, you have to start over). Many roguelikes have an additional increased focus on collecting items and assembling a "build" over the course of a run. A "pure" roguelike is often claimed to have no meta-progression (that is, no procedural unlocks) and focus more on the journey than the destination - seeing how far you can get, or how high a score you can achieve, rather than reaching a distinct victory condition (not that these games don't have victory conditions, but that it isn't the end-all-be-all). The secondary term "roguelite" is often brought out to describe games that deviate from this. Additionally, the term "traditional roguelike" is sometimes employed to indicate a more strict adherence to the older style of this genre, with grid-based dungeon crawling and high complexity. Ultimately, as with a lot of genres, pinning down a 100% ironclad definition is near impossible, but most people that like this type of game could tell you the general "vibe" at a glance.

Here are some questions and subtopics that I encourage people to discuss:

  • What are some of your favorite examples of roguelike games?
  • What roguelike games do you think stand out in terms of defying the conventions of the genre?
  • Do you find there to be a meaningful difference between the usage of "roguelike" and "roguelite" nowadays? Which do you prefer? Where does the "traditional roguelike" fit into this?
  • Do you continue to play roguelike games after reaching the "end" / reaching 100% completion? Why, or why not?
  • What other genre do you most often enjoy seeing paired with roguelike?
  • Is any game with procedural generation and a run-based structure a roguelike, or is there more to it? Where do you personally draw the line?
  • What have been some of your best runs across all roguelike games? What's been memorable?
  • Are there any upcoming roguelike games you're excited for?

Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in the suggestion thread.

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[–] pythonoob@programming.dev 5 points 1 year ago (1 children)

Yeah I'm making a rogue like RTS.

[–] Smokeless7048@lemmy.world 4 points 1 year ago (1 children)

Really? Would love to learn more

[–] mosiacmango@lemm.ee 6 points 1 year ago* (last edited 1 year ago) (2 children)

Against the storm is a "no combat" rogue-like RTS.

It has a progression system, random starting building, difficulty modifiers, and each "round" is you building a colony with various challenges that you wont visit again, but has persistent effects that grant unlocks.

[–] Deestan@lemmy.world 6 points 1 year ago* (last edited 1 year ago)

Calling it an RTS is probably going to give people wrong expectations, as they tend to be built around unit-to-unit combat tactics.

I'd say it's a town builder with time pressure.

[–] Smokeless7048@lemmy.world 3 points 1 year ago

Sweet! I think I saw trailers for it 6 months ago.

I'll check it out