Photo courtesy Gamegrumps |
Recently, I’ve been playing Rogue Legacy, a delightful
homage to Castlevania from indie developer Cellar Door Games. The game uses
randomized levels that are different every time you play, and when you die, you
have to start over from the beginning with a new character. This makes for punishingly
difficult game, in which you will die repeatedly. However, on each run, you
earn gold which you can use before your next run to buy upgrades, armor and
weapon, but then you need to hand in all your gold before entering the castle
for another try. This makes every run meaningful and encourages that “just one
more time” addictive mentality. You’ll eventually get strong enough to take on
some of the game’s challenging boss battles, even if you’re not the most
skilled player. It’s an elegant system that comes together for a game that’s at
once challenging and accessible.
Rogue Legacy is something the developer classifies as a
“rogue-lite”, a spin-off of the roguelike genre. I’ve heard this term used to
describe everything from Dark Souls to the adventure mode in Minecraft, two
games that couldn’t be any more dissimilar. So what the heck is a roguelike and
why has the genre suddenly become so popular?
The first thing we need to understand is where the genre
came from. It may have risen in popularity in the last few years and the term may
have only recently entered the video game lexicon, but its origins trace back much
further than you might expect. The term comes from the early ASCII game Rogue,
a turn-based, dungeon crawler RPG with randomly generated dungeons and
permanent death. In 2008, the International Roguelike Development Conference(because that’s apparently a thing) established a set of guidelines that define
the roguelike genre. The guidelines are as follows:
- Randomly generated environments
- Permadeath
- Turn-based
- Grid-based
- Non-modal (only one game mode)
- Complexity
- Resource management
- Hack n' slash
- Exploration
If we’re taking these guidelines as gospel, then very few,
if any of the modern roguelikes are in fact, roguelikes. The IRDC did clarify
that games of the genre need not possess every single one of those
characteristics in order to be classified as a roguelike, but that they should
possess a number of them. So by that logic, the genre is flexible, and allows
for an array of variations.
Photo courtesy Wikipedia |
So let’s take a look at the games that have popularized this
once super-niche subgenre. In the 1980’s, Rogue spawned a group of successors –
Angband, Hack and NetHack, among others – which each evolved the formula in
different ways, but retained the core aspects of permadeath and random level
generation.
The genre would remain in obscurity even through the release
of a popular game that seemingly borrowed many elements of the genre. Blizzard
Entertainment released Diablo on PC in 1997. The massive release bore many
similarities to roguelikes, such as randomly generated environments, fantasy
settings and RPG experience points. However, Diablo lacked the most important
defining element of the genre – permadeath. As Diablo has endured, with the
recent release of Diablo III, it’s still not considered a roguelike, though it
certainly popularized some of the elements of the genre such as random level
generation.
The genre itself wouldn’t gain mainstream popularity in the
industry until almost a decade later when players began seeking out more
challenging experiences as an alternative to the hand-holding found in many
games at the time. The rise of Twitch and YouTube Let’s Plays played a big
factor as games with high difficulty provided an entertaining show for viewers.
The time was right for the roguelike to have a coming out party.
Around this time, reviewers started using the term roguelike
to describe a series of games developed by From Software. Relying heavily on a
hardy challenge, Demon’s Souls and its successor Dark Souls contributed greatly
to the popularity of the genre, though both diverged from the formula in
significant ways – lacking random generation and true permadeath. By most
standards, these games do not fit the definition of roguelike. Still, the Souls
series proved that there was an audience for challenging games and its rising
success has shown that audience to be growing.
At a time when video game publishers were increasingly risk
averse, it was hard to find any AAA games with roguelike elements outside of
the Souls series, despite the rising success of that franchise. However,
independent developers found solace in the design philosophies of the genre. A
young programmer named Derek Wu took a chance with a game called Spelunky. Developed
as a flash game, Spelunky borrowed elements from roguelikes and supplanted them
into an addictive and charming platformer. Spelunky has grown from its origins
as a flash game into one of the most successful indie games on Steam, Xbox,
Playstation and various other platforms.
Photo courtesy Edge-Online |
Part of the appeal of the genre for indie developers is that
the random generation is a way to build in variety without needing to
meticulously create dozens of different environments. Artists can create fewer
assets and recycle those assets throughout the game to surprisingly great
effect. The high difficulty also extends the playtime of the game, again,
without requiring dozens of meticulously crafted levels. This allows a game
like Rogue Legacy to take players upwards of twenty hours to complete –
playtime usually reserved for high production AAA titles.
Like the early roguelikes each putting their own unique
spins on the genre, each of the recent entries in the genre does something
different with the design philosophies of permadeath and random generation.
Binding of Isaac uses permadeath in a randomly generated dungeon crawling
twin-stick shooter. Luftrausers uses roguelike design in a retro style flight
shooter. FTL incorporates roguelike concepts into a space sim RTS. Each of
these games uses the genre’s loose definitions in increasingly creative ways.
That loose definition is precisely what prompted me to start
investigating the roguelike in the first place. It’s also part of what makes this
genre so fascinating. Its influence seems to have spread far beyond the games
I’ve discussed here. Even the wildly popular Minecraft possesses roguelike
elements, and the entire survival genre – games like DayZ and Rust – share more
in common with Rogue than it would initially seem.
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