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What does "roguelike" mean?

What does "roguelike" mean?

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RVCA_SKATER
Member
69
07-20-2023, 02:24 AM
#1
I'm talking about someone who has actually played rogue, especially the older version. What do gamers mean by "roguelike"? From my experience, most games labeled as roguelike don't really capture the essence of rogue at all. So what traits from rogue are needed to be considered roguelike? It feels like any random feature could work, like a single item or mechanic. Dungeon crawler, RPG-style universe, D&D character stats, random gameplay maps, 2D levels, permadeath, and weird object descriptions—all generated on the fly. What else am I missing?
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RVCA_SKATER
07-20-2023, 02:24 AM #1

I'm talking about someone who has actually played rogue, especially the older version. What do gamers mean by "roguelike"? From my experience, most games labeled as roguelike don't really capture the essence of rogue at all. So what traits from rogue are needed to be considered roguelike? It feels like any random feature could work, like a single item or mechanic. Dungeon crawler, RPG-style universe, D&D character stats, random gameplay maps, 2D levels, permadeath, and weird object descriptions—all generated on the fly. What else am I missing?

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Summer1owl
Junior Member
4
07-27-2023, 01:44 AM
#2
They often present tough challenges in various forms—whether it's an unpredictable deck or a large enemy force. They don't always need to be 2D like Risk of Rain 2. The core issue is random generation with permanent consequences. In short, there’s a niche called "rouge-lite" where certain elements persist across sessions. Essentially, losing your save file in a roguelite feels more frustrating than in a roguelike.
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Summer1owl
07-27-2023, 01:44 AM #2

They often present tough challenges in various forms—whether it's an unpredictable deck or a large enemy force. They don't always need to be 2D like Risk of Rain 2. The core issue is random generation with permanent consequences. In short, there’s a niche called "rouge-lite" where certain elements persist across sessions. Essentially, losing your save file in a roguelite feels more frustrating than in a roguelike.

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NALLE_PUH
Member
170
08-07-2023, 10:31 PM
#3
The core trait is needing to restart and redo everything after a loss. Some features are flexible, but any game with this aspect leans toward a rougelike style. Like in Hades, you’re sent back to the beginning no matter where you end up. People might label Hades a "Rougelite" because it offers progression that helps you complete the game over time, though that’s another topic. Other titles such as Deathloop also include this rougelike aspect, focusing on restarting levels and learning how to progress efficiently. The main point is the necessity to start fresh each time and master the experience from scratch.
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NALLE_PUH
08-07-2023, 10:31 PM #3

The core trait is needing to restart and redo everything after a loss. Some features are flexible, but any game with this aspect leans toward a rougelike style. Like in Hades, you’re sent back to the beginning no matter where you end up. People might label Hades a "Rougelite" because it offers progression that helps you complete the game over time, though that’s another topic. Other titles such as Deathloop also include this rougelike aspect, focusing on restarting levels and learning how to progress efficiently. The main point is the necessity to start fresh each time and master the experience from scratch.

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Blueyed
Junior Member
12
08-08-2023, 12:48 AM
#4
Refers to engaging in a stealthy roleplay within World of Warcraft, heh.
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Blueyed
08-08-2023, 12:48 AM #4

Refers to engaging in a stealthy roleplay within World of Warcraft, heh.

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Asian_Boi_00
Junior Member
2
08-25-2023, 04:03 PM
#5
I'm not sure, but once you understand it, you can start building the definition for souls-like experiences. To be honest, what 'rogue-like' tells me is that improvement isn't lasting; you begin from scratch each time. Some titles keep things fresh by offering better initial settings or random elements so every playthrough feels unique. Games like Hades or Vampire Survivor come to mind, though they're often called 'rogue-lite.' I think the line between genres and actual gameplay mechanics becomes confusing. Deathloop seems fitting with its looping structure and steady advancement, while Outer Wilds could fit as a puzzle-focused rogue-like, even though I've never played a rogue title before. Comparisons are tough.
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Asian_Boi_00
08-25-2023, 04:03 PM #5

I'm not sure, but once you understand it, you can start building the definition for souls-like experiences. To be honest, what 'rogue-like' tells me is that improvement isn't lasting; you begin from scratch each time. Some titles keep things fresh by offering better initial settings or random elements so every playthrough feels unique. Games like Hades or Vampire Survivor come to mind, though they're often called 'rogue-lite.' I think the line between genres and actual gameplay mechanics becomes confusing. Deathloop seems fitting with its looping structure and steady advancement, while Outer Wilds could fit as a puzzle-focused rogue-like, even though I've never played a rogue title before. Comparisons are tough.

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FanEnsemble
Member
237
08-27-2023, 07:14 AM
#6
It means a game style focused on exploring dungeons filled with loot, where the main goal is to enhance gear, abilities, or your overall play experience. It can be non-D&D based and often includes random elements to avoid repetition.
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FanEnsemble
08-27-2023, 07:14 AM #6

It means a game style focused on exploring dungeons filled with loot, where the main goal is to enhance gear, abilities, or your overall play experience. It can be non-D&D based and often includes random elements to avoid repetition.

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155slayer
Junior Member
9
08-29-2023, 12:03 AM
#7
1
155slayer
08-29-2023, 12:03 AM #7