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This is an old revision of this page, as edited by 2001:569:76d2:af00:b58d:63ce:566e:39d7 (talk) at 22:51, 19 August 2018 (Does Rogue-Like really exist or just bad taxonomy?). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

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International Roguelike Development Conference

Can more information about this group be provided? I note that it has met in different cities over the last four or five years but I can't find very detailed information about its history/background, event content, attendance, etc. It would be useful to know who organizes and hosts it, and if it has a public webpage or community forum. If this is an authentic and authoritative body, it probably needs a Wikipedia page as well. 50.54.225.39 (talk) 00:32, 31 October 2013 (UTC)[reply]

Little thing

"Spelunky (2008) by Derek Yu, The Binding of Isaac (2011) by Edmund McMillian, Dungeons of Dredmor (2011) by Gaslamp Games, and FTL: Faster Than Light (2012) by Subset Games were all..." - why does the article specify the developers of these games? That hardly seems important, unless the developers themselves are now really big in making roguelike games. Should I remove the "by..." parts? Maplestrip (talk) 09:43, 3 November 2014 (UTC)[reply]

Repetition

I added a redundant-tag to the Gameplay and design-section, which was removed with the following comment: "honestly ,I'm not seeing what is repetative about this. While there might be common elements of the Early RGs and Berlin section, the latter is a formalized definition and by necessity will repeat things" Let's look at what is going on:

Early Roguelikes: "Levels are procedurally generated each time a new game is started"; Berlin Interpretation: "Roguelike games randomly generate dungeon levels,"

Early Roguelikes: "and special magical items like potions or wands are named by random descriptor ("a bubbly potion", for example) until the item is identified, with the descriptors being shuffled each game"; Berlin Interpretation: "The identity of magical items varies across games. Newly discovered objects only offer a vague physical description that is randomized between games, with purposes and capabilities left unstated. For example, a "bubbly" potion might heal wounds one game, then poison the player character in the next."

Early Roguelikes: "Gameplay is turn-based, with the player moving the character one tile or performing one action, with all the other monsters then taking their turns"; Berlin Interpretation: "The combat system is turn-based instead of real-time."

Early Roguelikes: Not mentioned; Berlin Interpretation: "Most are single-player games."

Early Roguelikes: "Another core feature is the concept of 'permadeath'" (+ stuff about saving); Berlin Interpretation: "Roguelikes traditionally implement permadeath." (+ stuff about saving)

I understand why it is done like this, but the article is literally repeating itself. There seems to be barely any difference between the Early Roguelikes section and The Berlin Interpretation section other than how they are phrased and referenced. This might make sense from a referencing point-of-view, but a reader will only really see the same information being repeated. I added a tag rather than try to fix it because I don't know how to fix this. Thoughts? Maplestrip (talk) 18:37, 6 November 2014 (UTC)[reply]

Okay, I can see some things that can be stripped out of the Early RL section, now that I see what you're talking about. --MASEM (t) 18:39, 6 November 2014 (UTC)[reply]
I'd think combining it in some way would be the best. I personally preferred most of the wording in The Berlin Interpretation part, and perhaps using the references used in the Early RL part in that part, renaming the sub-section to "Original description" or something alike and removing the Early RL part could be the best. Then if there are discrepancies between sources, that could be added to it as well.
...I just realized that I have a very good idea on how this could be done.. Maplestrip (talk) 19:09, 6 November 2014 (UTC)[reply]
If you think you can manage it better, go ahead. I know what your concern was with now, so I don't see any problem in being bold to try to fix now. --MASEM (t) 19:15, 6 November 2014 (UTC)[reply]
Thank you, I think I've now improved the article quite a bit, but it is by no means perfect. If you think you can improve upon this, please do! Maplestrip (talk) 19:44, 6 November 2014 (UTC)[reply]
I just added one statement at the start to introduce the game concept. --MASEM (t) 20:11, 6 November 2014 (UTC)[reply]
Yeah, I guess that was needed, thanks :) Maplestrip (talk) 20:26, 6 November 2014 (UTC)[reply]

Omega

Can someone please add in references to Omega. I played it and really enjoyed it. It is like Larn / Moria in that you have dungeons, but you also get to travel around on the surface. When you're on your horse in the wilderness your food goes really fast - so you can die easily. It also had gods that you had to align yourself with (I don't think Nethack has this).

Here are some websites that refer to it: http://www.roguebasin.com/index.php?title=Omega http://www.roguetemple.com/2008/02/13/omega-for-windows-updated/ (also http://www.prankster.com/winomega/ and http://www.alcyone.com/max/projects/omega/ )

How important was it in the evolution of Roguelike Games? The first two links indicate that it influenced ADOM. It was released in the late 1980s. Lehasa (talk) 15:36, 30 November 2015 (UTC)[reply]

Omega's in there already (as the first RG to have an overworld), though we don't have a reliable source that connects Adom to it. --MASEM (t) 16:16, 30 November 2015 (UTC)[reply]
Thanks. 198.2.69.104 (talk) 03:44, 3 December 2015 (UTC)[reply]

We need a section to show people that Nethack and Dungeon Crawl Stone Soup are excellent games that are still very popular today. Are there others which many people still play? Lehasa (talk) 15:40, 30 November 2015 (UTC)[reply]

The difficulty is finding a source that says these are still played, even though this is likely true. I haven't been able to find any though we do point out that traditional roguelikes still are developed in the present. --MASEM (t) 16:17, 30 November 2015 (UTC)[reply]

Copied lead into Role-playing video game

I copied the lead section of this article into Role-playing_video_game#Roguelikes. The problem is that I don't know which references back up the content in the lead, since it is missing inline references. Could someone look it over and add the necessary citations? SharkD  Talk  19:10, 15 December 2015 (UTC)[reply]

@SharkD, done. --MASEM (t) 19:59, 15 December 2015 (UTC)[reply]
Thank you! SharkD  Talk  20:39, 15 December 2015 (UTC)[reply]

GA Review

This review is transcluded from Talk:Roguelike/GA1. The edit link for this section can be used to add comments to the review.

Reviewer: Indrian (talk · contribs) 17:21, 27 December 2015 (UTC)[reply]

Always nice to see a key slice of video game history come up in GA. It would be my pleasure to give this a go. Indrian (talk) 17:21, 27 December 2015 (UTC)[reply]

Okay, here we go. This is a great article, so I just have a few language tweaks and the like. Detailed comments below. I am going to have to do this in a couple of chunks. I will let you know at the end of the review when I am finished. Indrian (talk) 17:49, 28 December 2015 (UTC)[reply]

My holiday travel plans got screwed up but I will get to this by next week if not sooner if others don't step in. Most of these are changes easily fixed or confirmed, the only aspect of immediate concern being the sourcing of general gameplay which can be done but will take access to sources. --MASEM (t) 16:24, 29 December 2015 (UTC)[reply]
No problem; I'm in no hurry. And don't worry about sourcing every last statement in the first section since we are only at GA, I just need to see a little sourcing here and there. Indrian (talk) 18:32, 29 December 2015 (UTC)[reply]

Lead

  •  Done"characterized by procedural generation of game levels, turn-based gameplay, tile-based graphics, permanent death of the player-character, and typically based on a high fantasy narrative setting following the nature of a dungeon crawl" - The bit about high fantasy really breaks the flow and does not fit in with the rest since its a "typical" feature rather than a core feature. I think that should be broken off into its own sentence.
  •  DoneSince the article spends some time on Beneath Apple Manor and Sword of Fargoal there should probably be something in the lead about how even though the genre takes its name from Rogue, there were a couple of earlier games. Less than a sentence should do it.

General Gameplay

 DoneThis section is entirely unsourced. This is GA, not FA, so I don't feel that every last statement needs to be attributed, but an entire section without a source is problematic.

Key Features

  •  Done"The genre of roguelike broadly encompasses the gameplay that was introduced in the text-based game Rogue" - As the article itself states, Rogue did not technically introduce much of this gameplay, though earlier examples were, of course, obscure. Maybe "popularized" instead of "introduced"?
  •  Done"RogueBasin, a wiki dedicated to roguelikes and their development, lists several hundred roguelike games as of November 2015." - We really should not use a wiki as a source.
  •  DoneTomeNET - Redlink. Is this important enough to keep, or should it just be delinked?

Early popularity

  •  DoneThis section covers 20 of the 35 total years discussed in the article. I don't think that qualifies as "early."
  •  Done"such as the dungeon crawling games like Colossal Cave Adventure (often simply titled Adventure) (1975), Dungeon (1975) and DND/Telengard (1976). Much of the development of the early roguelike games were based on these games as well as several dungeon crawlers written for the PLATO system, like the multi-user games dnd (1975) and Moria (1975)." - I have never seen any indication that any of these games save Adventure actually influenced the development of Roguelikes. Certainly the PLATO games did not, as Worth, Toy, Arnold, and Wichman have never mentioned having access to PLATO at the time they created their games. I cannot see every cited page of the Barton source through Amazon preview, but what I can see indicates that the source makes no claim that any of those games influenced Rogue or similar games; he just provides a chronological listing of mainframe computer games. This should be redone.
  •  Done"Roguelike games were initially developed on computers with limited memory, including mainframes and early home computers" - Mainframe systems had quite expansive memory, though the demands of timesharing often limited what an individual programmer could actually use. This should be tweaked.
  •  Done"Further, Rogue was considered to possess a tougher gameplay challenge, leading to it becoming the namesake for the genre" - It became the namesake of the genre because it was more widespread and popular than Beneath Apple Manor. Tougher gameplay had nothing to do with it.
  •  Done"which was not released until BSD v4.3" - Do we have a date on that per chance? No big deal if not.
  •  Done"most variants of Rogue could be classified into two branches based on two key games, Moria and Hack, that were developed in the spirit of Rogue." - I know this is true, but it should be sourced.
  •  Done"he had placed the ultimate goal to locate and defeat the Balrog at the deepest level of the game, akin to the game's boss battle" - Lost an antecedent here. Which game's boss battle?
  •  Done"From Moria spun off Angband (1990), by Alex Cutler and Andy Astrand at the University of Warwick" - Awkwardly worded.
  •  Done"Morgoth became the game's final boss to defeat" - Awkward wording.
  •  Done"Further deriving from the concepts in NetHack was Ancient Domains of Mystery (1994), or ADOM for short." - Passive voice and awkwardly worded.

Growth of the Rougelike-like

  •  Done"The roguelike genre saw a resurgence in Western markets through independent developers after 2000" - This seems like it should be the first sentence of the preceding section, which discusses Roguelikes created after 2000. Its not really about roguelike-likes.
  •  Done"Spelunky (2008), released shortly after the formation of the Berlin Interpretation, is considered to be a major contribution to the growth of indie-developed roguelikes" - Roguelikes, or roguelike-likes?
  •  DoneIn general, this section apepars to use the terms "roguelike" and "roguelike-like" interchangeably and without distinction, creating overlap with the previous section as well as some confusion. Perhaps the "Continued developement" and "roguelike-like sections need to be merged and reorganized? At the very least the language needs more precision.

And that's it. I made a lot of grammar tweaks in addition to the comments above. Content-wise, the article is fantastic, but structurally it may need some work. Nothing that cannot be fixed in relatively short order, however, so I will place this article  On hold pending improvements. Indrian (talk) 21:21, 28 December 2015 (UTC)[reply]

@Indrian: I believe I have addressed all the issues identified above now, including the sourcing on the gameplay section. --MASEM (t) 16:29, 30 December 2015 (UTC)[reply]
@Masem:Sorry for the holiday-induced delay there. I made a couple of small changes myself on top of your revisions, and I am now satisfied the article meets the GA requirements. Well done! Indrian (talk) 22:12, 4 January 2016 (UTC)[reply]

Party-based roguelikes

The article doesn't mention any party-based roguelikes, which are an important departure from the standard development characteristics, IMO. Examples include GearHead, S.C.O.U.R.G.E. and Mysterious Castle. SharkD  Talk  20:52, 28 December 2015 (UTC)[reply]

I believe the only mention of multiplayer gameplay in roguelikes is in the "Key features" section, if I am not mistaken. "Most are single-player games ..." onwards. Might be something that needs to be talked about in a bit more detail. ~Mable (chat) 22:21, 28 December 2015 (UTC)[reply]
I'm not talking about multiplayer video games. I'm talking about Party (role-playing games). SharkD  Talk  22:28, 28 December 2015 (UTC)[reply]
That would basically be the concept of a tactical RPG (controlling multiple characters) with roguelike elements, aka a roguelike-like. The problem is that I don't see much discussion of that in any third-party source as a "important departure" separate from roguelike-likes. --MASEM (t) 15:36, 30 December 2015 (UTC)[reply]
Still, they are worth a mention. SharkD  Talk  21:56, 22 May 2017 (UTC)[reply]

Introduced roguelike games today's permadeath mode ?

Like in theme, Roguelike games mainly at the beginning was characterized by random localisations and incalculable actions which made that type of game very difficult, in past, commonly called as arcade game. Weak graphics in the beginning of computer technology caused that games weak graphics ability. Because of technology there was no possibility to save progress of game, at the beginning when character died that was his permanent dead. Is today's permadeath mode introduced in today's game the same , and we can say that games from 80 introduced permadeath. I think this is not correct theory. In that way we can notify that first cosmology introduced Indians.--Darek555 (talk) 18:24, 5 February 2016 (UTC)[reply]

I don't think we're saying that roguelikes "created" the concept of permadeath, simply that they used that idea of permadeath, which had already existing in previous games. A central feature, there from the start of roguelikes, was the notion of permadeath, but it wasn't the genre that invented that concept. --MASEM (t) 18:44, 5 February 2016 (UTC)[reply]
  • I want add to this section very important remark. Rogulike games are based on old games from 70's-80's, in that times games was short and consists of short session without save possibility. Short session must be end sooner or later. Today some group want continue that tradition that's all. Gameplay of this type is consists of session resulting of no-save mode, and so important score of this game can be repeated in short time after fails, this is main difference from today's permadeath games. As fans of this trend said rogulelike can't have save option and even the end. In the light of these facts rogulike is not permadeath mode game due of this characteristic. It brings big mess in terms of game classifications. Case is simple rogulelike is a traditional gameplay continuation depended on games from 70's and 80's, which evaluating to modern cRPG todays games. This is a tradition based on old games. Today's implemented permadeath is different from end in rogulike game's and even not similar.--Darek555 (talk) 15:59, 9 February 2016 (UTC)[reply]
    • So that it is clear, I went back to the "Dungeon Hacks" book (used here for sourcing), and here's what happened with Rogue. Initially the game had no ability to save its state, so it had to be finished in one setting. They then added a save feature to avoid this issue, but found that people were "save scumming" from this, even on every turn as to get the desired outcome from battle, so they implemented the permadeath concept (though here, simply wiping away a save once it was loaded) to prevent that from happening. So no, the nature of the short games from the arcade cabinets of the 70s-80s were not the influence of the mechanic that ended up as a core feature of roguelike. --MASEM (t) 16:21, 9 February 2016 (UTC)[reply]
    • No, this you interpretation, There is no proof that inventors of Diablo and others todays modern cRPG inventors basics permadeath of his game on Rogue, no source ! Without proof where inventors confirm that, this is only supposition. This is please for professional knowledge. If I express clear ?.--Darek555 (talk) 16:57, 9 February 2016 (UTC)[reply]
      • Gamasutra: "Although Rogue wasn't a commercial success, it has still had a considerable impact on the industry, including in its implementation of traditional fantasy conventions. Further, many credit its procedurally generated dungeons as the inspiration for Blizzard's Diablo (see book Chapter 4, "Diablo (1996): The Rogue Goes to Hell")." --MASEM (t) 17:11, 9 February 2016 (UTC)[reply]
        • You mix therm Rogue means scamp, its not means inspiration in many games where it is :), like I say there is no proof that Diablo and other is inspired on Rogue game, it is growing legend based on untrue--Darek555 (talk) 17:22, 9 February 2016 (UTC)[reply]
  • You build your theory on opinion of small group fans of rogulike games, not on facts and proofs, you build some legend which is untrue :)--Darek555 (talk) 17:01, 9 February 2016 (UTC)[reply]
    • We're using reliable sources, including a work that interviews the developers. --MASEM (t) 17:11, 9 February 2016 (UTC)[reply]
      • Reliable ? is proved that inventors of Diablo based his game on Rogue, because this is only one true proof, rest is not valid only interpretations by some persons.--Darek555 (talk) 18:32, 9 February 2016 (UTC)[reply]
        • [1] From Diablo's creator "I came up with the idea for Diablo ... when I was high-school," says Brevik. "It was modified over and over until it solidified when I was in college and got hooked on an ASCII game called Moria/Angband. When we pitched Diablo to Blizzard, we pitched a turn-based, single-player DOS game." So yes, we know what the developer said. --MASEM (t) 18:42, 9 February 2016 (UTC)[reply]
          • Ok, i said the same, cRPG evolved from firs game similar to Rogue and many other games made by people, but not all.--Darek555 (talk) 21:12, 9 February 2016 (UTC)[reply]
            • Do you have any sources stating games other than roguelikes as influences of this gameplay mechanic? ~Mable (chat) 21:20, 9 February 2016 (UTC)[reply]
              • Yes, life, logicaly evoluation of games, they becomes similar to real life not to old games, new young inventor don't have to know old games to develop game with permdeath mode. Now you build theory that every permadeath games come from rogulike, he--Darek555 (talk) 23:17, 9 February 2016 (UTC)[reply]
                • No one is asserting that the roguelike genre created the notion of permadeath, only that it is one of the genre's key defining features, and that other games using permadeath have likely borrowed how permadeath was implemented in roguelikes. --MASEM (t) 23:26, 9 February 2016 (UTC)[reply]
  • I have last question, is "Pinball" of Microsoft pioneer of rogulike and permadeath ?--Darek555 (talk) 17:06, 9 February 2016 (UTC)[reply]

Question about Rogulike game type

In this section please make simple clear reply, in accordance wikipedia as professional scientific place.

  1. Is rogulike games the session type games (no-save game) ?
  2. what is the name of the mechanic roguelike game based on short gameplay ?
  3. Is the same END of rogulike games and today's permadeath games ?
  4. Is the same gameplay of roguelike game and today's cRPG game ?
  5. is possible developing games like cRPG and others if rogulike games never exists ?
  6. All creators cRPG must base permadeath mode on rogulike games ?--Darek555 (talk) 21:50, 9 February 2016 (UTC)[reply]

These are all answered but to be specific:

1) As I checked today, Rogue was initially built to force the player to complete the game in the same session. By popular request, they added the ability to save because of how long it would take to finish the game. Saving as a feature has stuck in all subsequent roguelikes, so roguelikes are not session-type games by design.
2) Roguelikes were not meant to be "short gameplay", but did want to be repeatable gameplay. So there is no such mechanic you're asking about, since "short gameplay" was never a target feature.
3) Permadeath in roguelikes is the same as permadeath is understood in other genres.
4) cRPG typically do not have permadeath. You can save and reload from the same spot as many times.
5) Yes. both cRPGs and roguelikes are parellel development paths that extend from the original computer games like Colossal Cave Adventure, but also from tabletop RPGs like Dungeons and Dragons. While both genres borrowed elements from the other, they are two separate paths. Today, people would classify roguelikes as a subset of cRPGs.
6) As such, since all cRPGs are not roguelikes or even roguelike-likes, permadeath is not a required feature at all. --MASEM (t) 22:30, 9 February 2016 (UTC)[reply]

Does Rogue-Like really exist or just bad taxonomy?

I think it shows lack of clarity and creativity to call any games "Something-like". We don't call Fantasy RPG "Dragon Age Like" or SciFi RPG "Mass Effect Like" or any Fantasy Movie / Novel as "Tolkien-Like". No Single author, or game or creation is a genre of its own.

So Rogue-Like should fall either to "platformer" or "casual games" if it does not have anything unique but lack of save feature ("perma death is not a requirement")

MMORPG now should be called WOW-Like
FPS now should be called Doom-Like
RTS now should be called C&C-Like
jRPG now should be called Final-Fantasy-Like
Platformers now should be called Mario-Bros-Like
Sandbox Games now should be called GTA-Like

~~William 15 Sep 2016

Video game genres are often based on similarities to other video games, like Doom clone, Grand Theft Auto clone, Metroidvania, and Breakout clone. This is how video game culture works. You can go and try to create a unique word for roguelikes abs see if it catches on like [first-person shooter]], but language is purely cultural, so good luck. We don't name things here on Wikipedia: that's not our job. ~Mable (chat) 07:35, 15 September 2016 (UTC)[reply]

The reason why no one can come up with alternative name for Roguelike is because it is lacking a clearly defined feature; which should lead to the actual question as to whether the so called genre actually exist. e.g. the word "Bae" in cultural teen talk can mean anything from "baby" to "good" to "Shit", i.e. the word can mean anything because it does not really exist. Roguelike is an imaginary word that can describe anything the marketer want it to describe, and I don't think Wikipedia should be ground for imaginary marketing word as it create justification for its existence. People assume it is a legitimate word because it is included in Encyclopedia Britannica / Wikipedia

While it is a justifiable argument that Wikipedia does not "name things", if Gaming taxonomy is to be taken seriously; the quality of Wikipedia article standards and its integrity is at stake here, else it would be just another "Urban dictionary online".

~~ William 12 Oct 2016 — Preceding unsigned comment added by 124.66.144.38 (talkcontribs) 
You are certainly right we want to avoid being Urban Dictionary (and in fact, we have WP:NEO for that reason), but however, "roguelike" is used throughout sources to describe this type of game, and that's what we go by. "Roguelike-like" "Rogue-lite" and all that, those are very diffuse, and you can't find a strong definition for it, for certain, but it is a work associated with "roguelike", and all those variations are used throughout sources, so we're sorta stuck with it. --MASEM (t) 02:45, 12 October 2016 (UTC)[reply]
I've personally held the belief for a long time that video game genre terms absolutely suck. Roguelike is the least of our worries, honestly. But yeah, none of this really worries me. You should contact influential publications like PC Gamer, Destructoid, etc, if you want to "change" the way these words are used. As I said, we just document whatever catches on culturally. Wiktionary has a definition for bae too. There's just not much to say about it from an encyclopedic point of view yet. ~Mable (chat) 09:17, 12 October 2016 (UTC)[reply]
Engadget and Destructoid are now using the term roguelike or rogue-lite 2001:569:76D2:AF00:B58D:63CE:566E:39D7 (talk) 22:51, 19 August 2018 (UTC)[reply]

Community section

Shouldn't there be such a separate section? Especially before the genre's resurgence in indie games, there was a small, devoted and almost cult-like community to these games. Example, see what I found from a five-minute search: Gamasutra: "overlap between player and developer" especially Josh Ge's quotations. One current given ref "Where I'm @: A Brief Look At The Resurgence of Roguelikes" says stuff like " For all the supposed elitism of roguelikes, I've never encountered communities which are more welcoming, sharing and friendly..." and goes on further. There's must be more refs too. Ugog Nizdast (talk) 14:38, 20 September 2016 (UTC)[reply]

Another reason for it would be that most of these games are open-source, thus increasing community participation. But even major longstanding ones without it like ADOM (besides closed source, it's not even freeware anymore I think) and Dwarf Fortress, have active communities. That has been raised with the developers (PC gamer interview) and fans guessing, reverse-engineering it for writing wikis or making mods etc. Ugog Nizdast (talk) 15:13, 20 September 2016 (UTC)[reply]
Its quite reasonable to create a section for this which I've done, though how much more we can add without going to wikia/etc. might be difficult. --MASEM (t) 15:14, 20 September 2016 (UTC)[reply]

New category

Should we create a Category:Roguelike-like video games category? What games should go in it? SharkD  Talk  21:41, 22 May 2017 (UTC)[reply]

Given that there's a potential OR issue, I think that 1) that cat should be a subcat of Category:Roguelike video games and 2) it is a non-diffusing sub-cat (a game can exist in both). Once that is set up, then I think it would not be OR to say "this is considered a roguelike, but it clearly looks nothing like what the Berlin Interpretation anticipates, so it is a roguelike-like", as one with Spleunky or FTL." We aren't going to have most sources actually called the roguelike-likes as roguelike-likes; they will still use "roguelike" as a bulk name. This also avoids having to get too far into the weeds of how much the Berlin Interpretation applies, as if we can't easily make a very quick non-analysis decision, it should just remain at the higher level (such as the case with Drawf Fortress. --MASEM (t) 23:00, 22 May 2017 (UTC)[reply]
That sounds fine. SharkD  Talk  01:13, 23 May 2017 (UTC)[reply]

Advantages/disadvantages of roguelikes versus other CRPG genres

In this article Jaakko Tapani Peltonen of NetHack: Falcon's Eye talks about some of the positive traits and disadvantages of roguelikes when compared with other CRPG genres. It is his opinion of course. It might be useful for the article though. SharkD  Talk  23:44, 22 May 2017 (UTC)[reply]

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"Key features" issues

  • Maybe half of the content is inappropriate to an encyclopedic list of features, like how to circumvent them, commentary about them, or comparing features in early and later variations of roguelikes. Either each bullet item should concisely describe a single key feature of roguelike games, or the whole section should be reorganized into article format with paragraphs, which would allow for some of the tangential bits to be included.
  • The last line of the opening paragraph states that the list derives straight from the Berlin Interpretation. But the list explicitly includes things from outside the BI, such as rivers, and mentions things which are common to roguelikes, but not specified under BI, like whether they can be multi-player ("single-player" being different from "single player character"). Either the list should strictly conform to BI (perhaps referring to deviations parenthetically?), or the opening paragraph should be altered to reflect that the list does not follow BI, and is merely descriptive of games generally considered roguelike.
  • The Berlin Interpretation has a stated purpose and two levels of importance for features. All this must be incorporated into the top paragraph in the section, if reference to BI is kept. And before that, a justification for only using BI definitions has to be made.

--Atkinson (talk) 05:12, 8 January 2018 (UTC)[reply]

    • I reworked the BI section, running down the high- and low- value lists. I did keep commentary to make it clear if there was a known deviation from the BI (where the BI actually notes some of these, like fixed levels or non-modality of shops), or where others have commented further on the BI's points. I also added the text that explains that the BI is not an absolute, but meant to id games as roguelike canon to the 5 games they picked in 2008. --Masem (t) 16:51, 8 January 2018 (UTC)[reply]

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Should a new page be created for roguelites and roguelike-likes?

As time goes, roguelike-likes are becoming far more common, and the lack of a separate page and categories is resulting in a lot of miscategorization and misinformation. As of right now, Roguelite redirects to this page, although I've made it at least redirect to the roguelike-likes subsection.

--Asmageddon (talk) 20:27, 1 March 2018 (UTC)[reply]

I don't think it is needed. What makes a roguelite is so diffuse with the only consistency being randomness and permadeath that a separate page would not be useful when much ties to the roguelike genre itself. Further, the industry has a whole has yet to figure out where a roguelike ends and roguelite begins (the term is inconsistently used). --Masem (t) 18:29, 2 March 2018 (UTC)[reply]