| I think the following characteristics define "roguelike" games: * Permadeath / "ironman mode", generally enforced by the game * Procedural generation of game levels/encounters * "Progression" elements, where the encounters get more difficult but the player is gaining resources to allow them to overcome those challenges (as opposed to simply gaining mechanical skill at the game) These three elements combine to make a game where you lose early and often, but starting over gives you the opportunity to experience the game differently, due to the procedural nature as well as because you have the opportunity to invest your resources differently, hopefully making better decisions. I don't think they need to be strictly RPGs, but the progression elements are key. Those elements are present in FTL, for example, if you consider that the ship itself is the main character. |
Just like there are people who care about the definition of 'roguelike', there are people who care about the definition of 'rpg'.