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== 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. ----
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