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Everything you need to know about the roguelike and the roguelite!

Game News Everything You Need To Know About Roguelike and Roguelite! Posted on 04/23/2021 at 5:52 PM After the heirs of Rogue became popular with viewers initiated by titles like Rogue Legacy or The Binding of Isaac in the early 2010s, they have only multiplied. The genre and its game systems enliven something of the challenge and punishing death of the arcade and find their way into large budget productions. The next exclusive Sony product, Returnal, incorporates elements of Roguelite into its gaming experience. But what are the characteristics behind these barbaric names and what is the difference between roguelite and roguelike?

A reference that creates a genre

In Rogue, which was released for Unix in 1980, the player must travel through winding mazes to obtain an amulet. He participates in turn-based clashes and collects items whose appearance and statistics change with each game. It only has one life and every game is different thanks to the random generation of the levels crossed. These consist of rooms that are represented by text symbols. Using your imagination to interpret the various symbols that make up the dungeons has not stopped the strength of the game systems from making it a very popular title that has been ported to many other mediums. The relative simplicity of the code makes porting and adapting to another system very easy, and new versions of the game and experiences directly inspired by this impressive mechanic emerge very quickly. Hence, variants like Hack and Moria are created that take the concept and add some ideas to improve the formula. Moria adds a starting city for the player to shop and Hack implements a seed system that can be used to save the random generation of a game. The roguelike genre lasted for more than ten years and various licenses were born around the concept. Some associate a universe with a license from the editor in charge of the project, others add functionality, but it wasn’t until the 2000s that the independent scene began to re-adopt the code of the genre for creating the roguelite. One roguelite is that he understands elements of Snape without being a direct successor of him. The “real roguelikes” are unknown to the public. The most popular games generally associated with these genres are practically all roguelites. Binding Isaac allows you to unlock new characters and objects as the games progress. Hades places storytelling at the center of his progress. FTL: Faster than Light regularly presents new types and types of ships … So many experiences there is renders different graphics, games that contradict the original game, and rewards that regularly refresh the gaming experience or make it easier to progress when the games are played follow one another.

A strict definition that had its day?

A “real roguelike” looks like two drops of water like Snape. Hence, the RogueBasin site, which is supposed to be a community encyclopedia devoted to the genre, contains a strict, even conservative definition called “Interpretation of Berlin”. Available at this address, it was written in 2008 by the participants of the International Roguelike Development Conference that took place that year. Here is the simplified definition, which can be found on the RogueBasin.com homepage: “Un Roguelike is broadly described as a turn-based computer game with a strong emphasis on complex gameplay and replayability, set in an abstract world with an ASCII surface rather than 3D -Graphics takes place. Of course, as with all genres, there are exceptions to this standard. With roguelikes, the player can take as long as they want to make a move, making the gameplay feel more like chess than a game-based game. Reflexes like an FPS. Since the graphics are limited (if not non-existent) the player’s imagination needs to come into play – the gameplay is more like reading a book than watching a movie. Obviously, the best way to understand what roguelike is is to download one and play it. “The games referred to on this site are therefore rudimentary, rigorous, and deeply rooted in Rogue’s legacy. This definition has regularly been the focus of lively discussions and many people vigorously deny it and wish to expand it to reflect more timely titles. These then want all games with randomly generated environments, permanent death, and no progress between games to be called roguelike. Their use would then be much more common, although their number remains limited. This debate reaches extremes that can easily be described as absurd, such as the existence of the term roguelike-like sometimes used to define these games. It is a complex subject and the qualifications of the genre remain controversial. However, a word gets the use it gets. For The King, for example, it’s a mix of roguelike and board game. According to Berlin’s interpretation, this is obviously wrong and restricts the use of the term to games that are run under an ASCII interface. We are not immune to this name evolving or replacing the word. After all, the term Doom-Like was abandoned in favor of “FPS” as the genre became more democratic. GTA-Like has developed into an “Open World Game”. For the sake of clarity and accessibility, it would be interesting if developers, gamers, and writers line up to offer a term that fits the modern video game market. Either way, be aware that most mainstream titles with one of these tags are roguelites as they only contain elements of rogue. If we ignore the interpretation of Berlin, the roguelikes become games with the same characteristics, in which the player does not advance between games and in which each of them is an end in itself and not an end. Step on a bigger adventure. Let’s face it, it’s even more practical. By Aubin_Gregoire, journalist jeuxvideo.com MP

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