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Typical graphics and gameplay of roguelikes.

The RNG giveth, and the RNG taketh away...
-Common saying in roguelike circles

Roguelikes are a particular subgenre of Role Playing Games, so named for being like Rogue, a very early computer game.

Rogue was a dungeon simulator originally played on text terminals, which used ASCII characters to represent a tile-based game world. For example, your character is an @, walls are represented by | and , ! is a potion, and the various letters of the alphabet represent different monsters (for example, H is a hobgoblin, while D is a dragon).

Every playthrough, the dungeon would be arranged differently, with different items to find, and the various monsters would appear in different places. All of this meant that the game was never the same twice, making it incredibly replayable. The game was turn-based, with everything in the world moving on each turn, which meant that no quick decisions were required - you could play it like chess, thinking carefully about your options when you needed to.

Adding to the addictive nature of the game was the thrill of permadeath - the fact that the death of your character would end the game, forcing you to start again from the beginning no matter how far into the dungeon you got. Combined with the random generation and the depth of the game (dozens of levels, monsters, and items) this made for highly appealing game experience.

After Rogue, similar games began to follow, and the roguelike genre was born. One enormous benefit of roguelikes is that they have no graphical requirement; any coder can create one, and so they can be developed fairly rapidly. For fans of gaming, especially tabletop roleplayers, roguelikes offered huge potential for exploration of different gameplay mechanics.

Today, truly enormous family of roguelikes exists. Many are written as labours of love, or even just as experiments to try out new and interesting mechanics.

The most traditional roguelikes have the following characteristics:

  • Roguelikes are centered around Dungeon Crawling through randomly-generated environments randomly stocked from a huge list of monsters and items. This was arguably the main attraction of Rogue - that it could offer you a different adventure every time you played. Some (such as ADOM) also have a static overworld and/or special levels, but even those games rely on random content in other places. This means that memorization is not enough to win a roguelike, and walkthroughs as such cannot be made for them, but they have high replay value. On the downside, it is possible to get very unlucky in a roguelike and lose through no fault of your own.
  • Roguelikes take Final Death to the extreme. When your character dies, that's it - he's dead for good. Saving the game is often possible, but it is only used for having a pause from playing, and when your character dies, the save file is deleted. Save Scumming is thus flatly disallowed (even if it may be possible through outside means). The result of this is that roguelike players are very invested in their characters, and are forced to learn the essential skills for survival.
  • Roguelikes have only a single controllable character, with a turn-based engine in which everything moves at the same time. Some allow you to have allies or pets, but they can't be directly controlled, only given general orders.
  • Roguelikes generally feature an enormous menagerie of monsters and enemies, which will have various abilities, resistances, weaknesses, and defenses.
  • Roguelikes generally have a 'food clock' - characters will hunger over time and have to eat, which means they cannot stay in one place forever - they have to push on to get food at the very least. This forces them to confront the increasingly difficult parts of the game. This is usually a measure to attempt to prevent the player from level grinding. The original Rogue, for example, required you to eat food every so often or starve to death, and it was nearly impossible to find more food on a dungeon level once you'd cleaned it out — but going down to the next dungeon level meant fighting tougher monsters.
  • Most roguelikes have randomized appearances for items that do not persist from one game to the next. In one game, for example, 'a green potion' might be a potion of healing, but in the next game, it might be a potion of hallucination. Items must be identified either by blindly using them and see what happens (beware of Poison Mushrooms), by careful observation (for example, seeing a monster drink a potion and noting what happens), or by using something which grants identification (traditionally, a magic scroll or an identify spell). It's typical, after dying, to be revealed that you had an item which could've saved you, but was unidentified at the time. They might also up the ante by using Randomly Generated Loot.
  • Roguelikes, especially the well-known or popular ones, have often been under continual development for many years, making them extraordinarily large and complex. Many have to use both capital and lowercase letters to have enough inputs for their commands, and some go even further. Interactions are also often very intricate; The Dev Team Thinks of Everything is named for a catchphrase among the NetHack community.
  • As a result of the above points, roguelikes are mostly very hard. Death is expected to be fairly frequent, enough so that the community has developed the acronym "YASD," for Yet Another Stupid Death. It is easily possible to play many roguelikes for years without even coming close to victory.
  • Most roguelikes have little more than an Excuse Plot.

Roguelikes can be roughly classified into a few different Subgenres that occasionally overlap:
  • Hacklikes, influenced mostly by NetHack. They mostly focus on Dungeon Crawling, and have mostly finite resources to force the player to manage them well.
  • Bands, influenced by Angband. Bands usually feature a non-permanent dungeon, infinite resources and very tough bosses, so the games are focused on taking levels in badass until the player is ready to punch dragons to death.
  • Coffeebreak roguelikes - simple roguelikes with few controls that are easy to pick up and play. Sometimes these are deliberately short, rather than the sprawling affairs that traditional roguelikes tend to be. These are also known as Roguelites.
  • Open-sandbox type hybrids of the genera popularized by Dwarf Fortress, though not all Dwarflikes are necessarily roguelikes.

Though they have a very steep learning curve, many roguelikes are incredible time sinks, which is only exacerbated by the fact that most of them are entirely free.

In the west, roguelikes are mostly a niche thing, with Retro Gamers and gamers who are old enough to remember the likes of NetHack firsthand being the primary audience. There are a few that have managed to creep into the mainstream, however; such as Diablo, Spelunky and Dungeons of Dredmor. Oddly enough, while roguelikes are more readily associated with Western RPGs, the gameplay style is much less niche in Japan, resulting in quite a few Eastern roguelikes as well.

See also Multi-User Dungeon for a related genre of RPG with its roots in Text Adventure games.

Notable games in this genre:

Regenerating HealthOlder Than the NESSave Scumming
Play-by-Post GamesRole-Playing GameWestern RPG
Rhythm GameVideo Game GenresRole-Playing Game
Ancient Domains of MysteryImageSource/Video GamesAngry Birds
Epic Pinballi OS GamesSecret of Mana

alternative title(s): Roguelikes
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