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= Roguelike (Game Design) = A '''roguelike''' is a subgenre of role-playing and strategy-oriented video games characterized by procedural generation, turn-based gameplay, grid-based movement, and permanent character death. == Remembering (Knowledge / Recall) π§ == Foundational elements and vocabulary in roguelike design. === Core terminology & definitions === * '''[https://wikipedia.org/wiki/Roguelike Roguelike]''' β Game style inspired by the 1980 game ''Rogue'', emphasizing procedural levels and permadeath. * '''[https://wikipedia.org/wiki/Procedural_generation Procedural generation]''' β Algorithmic creation of game content such as maps, items, and encounters. * '''Permadeath''' β Permanent loss of the player character upon defeat. * '''[https://wikipedia.org/wiki/Dungeon_crawl Dungeon crawl]''' β Exploration-focused structure often used in roguelikes. === Key components / actors / elements === * '''Player character''' β Entity controlled by the player, typically with RPG stats. * '''Dungeon levels''' β Randomized floors populated by enemies, items, and traps. * '''Monsters & NPCs''' β Hostile or neutral AI-driven entities. * '''Items & equipment''' β Weapons, potions, scrolls, and artifacts. === Canonical models, tools, or artifacts === * '''[https://wikipedia.org/wiki/Rogue_(video_game) Rogue]''' β Foundational title of the genre. * '''[https://wikipedia.org/wiki/NetHack NetHack]''' β Influential classic with complex interactions. * '''[https://wikipedia.org/wiki/ADOM Ancient Domains of Mystery (ADOM)]''' β Story-heavy traditional roguelike. * '''[https://wikipedia.org/wiki/Brogue_(video_game) Brogue]''' β Modern minimalist roguelike with ASCII presentation. === Typical recall-level facts === * Common traits: turn-based, tile/grid movement, randomness, permadeath. * ASCII graphics historically common, though modern variants vary. * Influenced many hybrids such as roguelites and roguelike deckbuilders. ---- == Understanding (Comprehension) π == Core relationships, principles, and high-level workings. === Conceptual relationships & contrasts === * Roguelikes differ from '''roguelites''' by adhering more strictly to classic constraints (e.g., turn-based, permadeath). * Related to '''procedural storytelling''' and emergent gameplay design. * Contrast with fixed-level RPGs that rely on authored, predictable content. === Core principles & paradigms === * '''Replayability''' through endless variation in level layouts and encounters. * '''Emergence''' from layered systems where simple rules create complex outcomes. * '''Consequential decision-making''' due to irreversible turn-based choices. === How it works (high-level) === * '''Inputs''' β Player actions: move, attack, examine, use items. * '''Processes''' β Turn resolution, random generation of maps, combat, inventory logic. * '''Outputs''' β Dynamic challenge, variable runs, unique emergent stories. === Roles & perspectives === * '''Players''' β Navigate uncertainty and resource scarcity. * '''Designers''' β Balance randomness with fairness and clarity. * '''AI systems''' β Provide predictable but varied adversaries. ---- == Applying (Use / Application) π οΈ == Practical game-design use cases and simple examples. === "Hello, World" example === A minimal roguelike loop: generate a small grid dungeon, place a player, spawn one monster, allow turn-by-turn movement until win/loss. === Core task loops / workflows === * Designing procedural-generation pipelines (rooms, corridors, loot tables). * Tuning enemy behavior, stats, and spawn probabilities. * Playtesting run variety and difficulty curves. * Creating readable tile sets or ASCII representations. === Frequently used actions / methods / techniques === * Random walk or BSP tree algorithms for map generation. * Weighted loot tables with rarity tiers. * Turn-based action queues and initiative systems. * Fog-of-war and line-of-sight calculations. === Real-world use cases === * Indie roguelikes focusing on traditional mechanics (e.g., ''Caves of Qud''). * Hybrid action roguelites (e.g., ''Dead Cells'', though genre-adjacent). * Educational prototypes demonstrating procedural content generation. * Tabletop-inspired dungeon crawlers using roguelike algorithms. ---- == Analyzing (Break Down / Analysis) π¬ == Structural dependencies, comparisons, and pitfalls. === Comparative analysis === * '''Traditional roguelikes''' β Turn-based, permadeath, grid-based movement. * '''Roguelites''' β Action-forward, meta-progression systems. * '''Dungeon generators''' β BSP vs. cellular automata vs. handcrafted templates. * Works best for high replayability; less suited for authored narrative arcs. === Structural insights === * Core loop: explore β encounter β loot β risk assessment β progression. * Interactions among systems: inventory, combat, AI, environment hazards. * Difficulty emerges from scarcity and randomness rather than scripted escalation. === Failure modes & root causes === * Unfair generation (dead-end starts, impossible encounters). * Excessive randomness reducing strategic agency. * Overcomplexity producing unclear feedback to players. === Troubleshooting & observability === * Run simulations to test dungeon fairness distributions. * Track statistics: survival time, loot curve, encounter density. * Analyze visibility of cause-effect (e.g., why did the player die?). ---- == Creating (Synthesis / Create) ποΈ == Designing new roguelike experiences. === Design patterns & best practices === * Provide clear mechanics to encourage strategic understanding. * Ensure random events have bounded ranges to avoid unfair extremes. * Create synergies between items and abilities to reward experimentation. * Offer meaningful micro-decisions each turn. === Integration & extension strategies === * Combine RPG skill systems with procedural dungeons. * Integrate narrative events using weighted random storytelling nodes. * Blend mechanics from tactics games or puzzle games for hybrid designs. === Security, governance, or ethical considerations === * Avoid predatory randomness tied to monetization. * Ensure accessibility: readable tiles, colorblind modes, adjustable input. * Consider fairness transparency (seed sharing, visible probabilities). === Lifecycle management strategies === * Iterative content updates: new tilesets, monsters, item sets. * Balance patches refining difficulty distributions. * Community-driven development via mods and open-source contributions. ---- == Evaluating (Judgment / Evaluation) βοΈ == Assessing quality, impact, and suitability of roguelike designs. === Evaluation frameworks & tools === * Metrics: run variety, difficulty fairness, player agency. * Simulation-based evaluation of map generation. * Player telemetry for encounter pacing and death causes. === Maturity & adoption models === * Traditional ASCII roguelikes have long-standing communities. * Modern hybrids draw widespread audiences due to accessibility. * Tooling support (open-source engines, libraries) is robust and growing. === Key benefits & limitations === * Benefits: replayability, emergent depth, small-team feasibility. * Limitations: steep learning curves, potential for opaque mechanics, randomness frustration. === Strategic decision criteria === * Choose a roguelike structure when aiming for infinite replay value. * Avoid strict roguelike conventions if narrative control or predictability is required. * Tune randomness based on the target audienceβs tolerance for unpredictability. === Holistic impact analysis === * Influenced numerous genres, from deckbuilders to action-platformers. * Encouraged experimentation in procedural storytelling and system-driven design. * Continues evolving through indie innovation, community mods, and design research. ---- [[Category:Game Design]] [[Category:Video Game Genres]] [[Category:Roguelikes]]
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