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by socialismisok
1340 days ago
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I would disagree. As a game dev, I'd argue that if players categorize a game as a roguelike, it's a roguelike. Language is not prescriptive. They may be roguelikes with additional elements, but there's no one true definition of what a roguelike must be. And yes, I'm aware of roguelites. The existence of a more specific piece of jargon does not invalidate the use of the more generic term. Insisting on a narrow, historical use of language serves only the purpose of gatekeeping and pedantic "I know better than you" behaviors. |
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The quintessential roguelikes are Nethack, Moria, Angband and AdoM. You're a @ fighting monsters represented by other ascii characters, in an environment (usually a dungeon, though AdoM expanded that) represented by ascii characters. Procedurally generated, turn-based, super deadly, very tactical, with an almost infinite amount of stuff you can find, use, or do. Playing all the way through the end is nearly impossible, would take many hours on a single run, but years to learn and master the game to the point that you can actually make it that far in a single run.
I can understand adding some graphics to the game (though I'm personally not a fan of that), and AdoM certainly showed how the genre can be stretched from a single dungeon to a landscape with multiple very different dungeons, but the further you move away from this core, the less roguelike the game becomes. Because it simply becomes less like the original game rogue (which nobody seems to have played).
I suppose 'roguelite' is a more suitable name for games that take some of the roguelike elements but not all of them, and make it into something completely different.