* Repetition and Death - The Fun of Roguelike Game Design

 I love Roguelikes. It's my absolute favorite genre of video
 games. I'd like to talk a bit about them in this blog post;
 specifically what I believe makes them so compelling, and what keeps
 me spending my scarce video game time in this genre.

** Preamble and Rogue Primer

  There seem to be several competing definitions of what
  a 'roguelike' is. It's a topic that is frequently
  debated by lovers of the genre and it's associtated
  offshoots.

  Skip this section if you're familiar/uninterested in the
  Roguelike definition argument and are more interested in
  my thoughts on what makes these games fun/interesting.

  _________________________________________________________

  I tend to like the following break downs:

  Rogue/like/: A genre characterized by its similarity to the
  game Rogue (1980). Rogue was originally released for Unix
  mainframe systems.

  Additionally: See the following HTTP website for
  the "Berlin Interpretation" of what a roguelike is:
  -> http://www.roguebasin.com/index.php/Berlin_Interpretation

  The above is widely used as a yard stick to determine if
  something is a roguelike or not, though not everyone
  agrees on this definition.

  What /I/ typically think of as a Roguelike
  is a game with the following characteristics:

  -> ASCII and/or tile based graphics
  -> Turn based game play
  -> Permadeath
  -> Procedural generation of game objects (levels, items, etc)

  Examples of classic Roguelikes (excluding Rogue):

  - Moria
  - Angbad
  - Hack/NetHack
  - Dwarf Fortress (Adventure Mode)

  Some modern games that I think encapsulate the spirit
  of these classic games, while modernizing their interfaces
  and ergonomics are games such as:

  - Caves of Qud
  - Cogmind
  - Riftwizard
  - Many others, see "Traditional Roguelike" tag on Steam
    for more examples

  _________________________________________________________

  So now that we've covered the definition of a Roguelike,
  lets look at a slightly different definition that's
  emergered in the last two decades or so. What many people
  call a 'Roguelite'.

  Rogue/lite/: A genre that borrows many gameplay and
  game design elements from classic Roguelikes, but
  abandons others in service to a different game design or
  direction. This is a very diverse genre, that mashes Roguelike
  mechanics with a diverse set of other genres like first person
  shooters, action RPGs, strategy games, and more.

  Modern examples of what I'd call roguelites:

  - Dead Cells
  - Hades
  - Ziggurat
  - FTL
  - Risk of Rain / Risk of Rain 2
  - Slay The Spire
  - Enter The Gungeon
  - Many many more, see the "Roguelike" tag on Steam

  Many roguelites typically include what I call a
  "inverse difficulty curve" mechanic, which I'll touch more on
  in the next section.


** What Makes Roguelikes/Roguelites So Fun

  Note: Henceforth when I say *RLs* I mean the broader
  genre of roguelike and roguelites, unless otherwise specified.

  At a high level, I think the answer to this question (for me)
  is pretty simple. The best RLs keep one design choice at their
  center IMHO:

  --> Sufficient mastery of the games systems allows you to trivialize
  the games difficulty.

  Put another way, once you know the game well enough and have
  traversed it's skill curve, inventive and exicting synergies
  should start to emerge that you can capitalize on to absolutely
  "break" the game. The euphoria of completely dominating a game,
  by having mastered a set of "hard skills" and "abstract skills"
  is (for me) unparalleled in comparison to other video game genres.

  --> "Hard skills" can be defined as skill that's related to direct
  player input and control mastery. This is for stuff like
  dodging attacks, managing inventory, memorizing enemy moves,
  etc. Typically these are less prevalent in "classic" roguelikes

  --> "Soft skills" can be defined as mastery over the games
  systems. Things like core mechanic functionality, understanding
  how gameplay elements/effects synergize and reinforce emergent
  properties.
    ---> Eg. Your character has spell that sets themselves
         on fire, but you have a fire resistance amulet and the floor
         is covered in flammable oil

  We'll come back to this idea, but lets take a step back for a moment.

  _________________________________________________________

  Most RLs typically contain the following ingrediants at the core of
  their design:

  --> A repetative core gameplay loop, structured upon a base set of
      design choices

  --> Some kind of core hook(s), designed to keep you engaged with
      the repetative game loop

  This classification might on it's face seem to exclude a favorite
  RL of yours, but allow me to explain with some examples.

  The (roguelite) game Hades has a tight core gameplay loop. You
  have movement, a dash, and 3 different attacks. Enemies spawn,
  and you fight them. Layered on top, you have a number of different
  systems that start to ramp up the depth of the games systems.

  As you progress through the game, these systems start to get
  more complex and offer more choices. These systems (in Hades'
  case, the excellent story as well), define the "hooks" that
  take what is at it's core a relatively simple game, and turn
  it into something remarkable.

  To look at a more "classic" roguelike like Caves of Qud,
  the core hook is the vast set of emergent gameplay possibilties
  offered by the games core systems. Because the ingame world
  is vast and uses meticulously curated procedural generation,
  the oppertunities for making exciting game play choices are
  extremely vast, which creates a desire to continue playing
  and experimenting.

  As you spend more time in the game, you start to
  understand how your interactions with these gameplay systems
  inform other system interactions you'll have later on. After a
  sufficient amount of time engaging with these systems, you start
  to see clear (or sometimes unclear) patterns of how to maximize
  your effectiveness.

  At it's best, your time spend mastering the "hard skills" and
  "abstract skills" is rewarded by gameplay events where
  you make a fool of the games difficulty.

  Because you've developed such a deep understanding of the
  systems, you can now absolutely crush the game as a satisfying
  reward for your skill and ingenuity.

  _________________________________________________________

  In RLs I see two kind of distinct patterns for leading
  the player to this game breaking power fantasy.

  In modern roguelites, I typically see this being
  introduced as what I called earlier an "inverse
  difficulty curve".

  Games that implement this system will typically
  have some kind of character state that is tracked
  across runs of the core gameplay loop. Advancing
  this state makes every subsequent run easier,
  or at least presents more choices.

  An example of this is something like Enter The
  Gungeon. When you start the game, you have very
  few items unlocked, and you also don't have a
  good grasp on the "hard skills", as you just
  started playing. As you play (and fail), you
  might unlock a new gun or item every other run.

  Over time, this effect snowballs. As you get
  better at the "hard skills", so does your
  understanding of the "abstract skills",
  and you have more choices (items/spells/powerups)
  at your disposal.

  This actually has the effect of making the game
  /easier/ over time, but very cleverly, and
  without changing the feel of the game that
  much. Good roguelites pace the challenge
  of the game to match this easier-over-time
  feeling.

  The culmination of this is typically "clearing"
  the dungeon/story/etc of the game for the first
  time, usually on what I'd call a "broken" run.

  A run of the core game where you've finally
  internalized the hard skills and systems
  well enough to complete a run of the game, and
  managed to do so with a spectacular set of
  gameplay decisions.

  Capitalizing on this understanding can lead you to keep
  running the game, ever searching for an even more broken run,
  where you've capitalized even further on your knowledge of
  the games systems.

  _________________________________________________________

  In more classic Roguelike's, that don't offer this so called
  "inverse difficulty curve", typically the carrot on the stick
  is the implicit desire to clear the game. For example in NetHack,
  to reach the lowest floor of the dungeon. But more than that,
  it's the fun of dynamically adapting to the choices the games
  systems present you.

  RLs typically use procedural generation to create what can sometimes
  feel like a slot machine. There's this intoxicating brew when starting
  a run of what kind of luck you'll have, what kind of items you'll discover,
  what kind of build will emerge based on the choices the game presents you.

  In games like Caves of Qud, I've had runs end minutes into them, due to poor
  luck, poor gameplay decisions made on my part, etc. I've also had runs where
  all of my choices happened to make sense and perfect synergies revealed themselves
  and I absolutely mopped up.

  But these are typically outliers, and not where the real joy lies IMHO.

  The best runs are those that keep you constantly guessing, on the edge
  of your seat. Forcing you to constantly reevaluate your build, the
  choices you've made so far. They force you to make difficult compromises
  between what's fun, interesting, and viable.

  They push your understanding and intuition about the games systems to
  the absolute limit, and when you overcome these challeneges, it is
  the absolute pinnacle of what video games can offer as a form of
  entertainment.

  In my opinion at least.

** Closing Thoughts

  If you made it all the way here, thanks for reading, I
  know this was a longer one. I surprisingly have quite a
  bit more to say on this topic, but figured I'd maybe leave
  it for another time, as I've already coverted a lot here.

  If you already love and play lots of RLs, right on.

  If you're someone who hasn't checked them out yet, I'd
  encourage you to give them a try, there's nothing quite
  like them :)

  Thanks for reading