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Roguelike (Game Design)
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== Evaluating (Judgment / Evaluation) ⚖️ == 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 audience’s 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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