Rampant Games - The Roguelike Conundrum
The Rampant Coyote latest post this week talks about lightweight Roguelike games, and how each game is almost similar to each other on how they play out.
I’ve been playing through a few smaller, lesser-known roguelikes lately – primarily more modern, graphical roguelikes with simplified interfaces. It’s been fun, but while I might truthfully say I’ve “played them to death” (or two or three or eight deaths), I can’t say I’ve really played any of them to the point of truly grokking them.
Some are better than others, some are more complete than others, and many of them feel like they could have been built with a “Roguelike Maker” tool. Just mix in content, stir, and allow to cool before serving. Most have their own little unique quirks, which is good, and interesting to play. But there’s definitely a point when I’ve played several where I wonder in which roguelike I saw something or another. They kinda blur together.
Part of the problem is that these more streamlined, “lightweight” roguelikes are all variations of the common “roguelike” experience and gameplay loop. They don’t have the depth (or complexity) of games like Nethack (pictured above with a graphical front-end) or some of the other cult classics. This isn’t necessarily a bad thing, as they are streamlined and far easier to get started playing. But the downside when the gameplay all feels very similar and the dungeons have similar random-level generation algorithms is that they really need to do something cool to stand out. Just different monsters, items, and skills aren’t quite enough.