
Roguelike (or rogue-like) is a style of
role-playing game
A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out ...
traditionally characterized by a
dungeon crawl through
procedurally generated levels,
turn-based gameplay, grid-based movement, and
permanent death of the
player character
A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
. Most roguelikes are based on a
high fantasy
High fantasy, or epic fantasy, is a subgenre of fantasy defined by the epic nature of its setting or by the epic stature of its characters, themes, or plot. Brian Stableford, ''The A to Z of Fantasy Literature'', (p. 198), Scarecrow Pres ...
narrative, reflecting the influence of
tabletop role-playing game
A tabletop role-playing game (TTRPG or TRPG), also known as a pen-and-paper role-playing game, is a kind of role-playing game (RPG) in which the participants describe their characters' actions through speech and sometimes movements. Participants d ...
s such as ''
Dungeons & Dragons
''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
''.
Though ''
Beneath Apple Manor'' predates it, the 1980 game ''
Rogue'', which is an
ASCII
ASCII ( ), an acronym for American Standard Code for Information Interchange, is a character encoding standard for representing a particular set of 95 (English language focused) printable character, printable and 33 control character, control c ...
based game that runs in
terminal or
terminal emulator
A terminal emulator, or terminal application, is a computer program that emulates a video terminal within some other display architecture. Though typically synonymous with a shell or text terminal, the term ''terminal'' covers all remote term ...
, is considered the forerunner and the namesake of the genre, with derivative games mirroring ''Rogue''s
character- or
sprite-based graphics. These games were popularized among college students and computer programmers of the 1980s and 1990s, leading to hundreds of variants. Some of the better-known variants include ''
Hack
Hack may refer to:
Arts, entertainment, and media Games
* Hack (Unix video game), ''Hack'' (Unix video game), a 1984 roguelike video game
* .hack (video game series), ''.hack'' (video game series), a series of video games by the multimedia fran ...
'', ''
NetHack
''NetHack'' is an open source single-player roguelike video game, first released in 1987 and maintained by the NetHack DevTeam. The game is a fork of the 1984 game ''Hack'', itself inspired by the 1980 game '' Rogue''. The player takes the role ...
'', ''
Ancient Domains of Mystery'', ''
Moria
Moria may refer to:
Arts and entertainment
* Moria (Middle-earth), fictional location in the works of J. R. R. Tolkien
* ''Moria: The Dwarven City'', a 1984 fantasy role-playing game supplement
* Moria (1978 video game), ''Moria'' (1978 video gam ...
'', ''
Angband'', ''
Tales of Maj'Eyal'', and ''
Dungeon Crawl Stone Soup''. The Japanese series of ''
Mystery Dungeon
''Mystery Dungeon'', known in Japan as is a series of roguelike role-playing video games. Most were developed by Chunsoft, now Spike Chunsoft since the merging in 2012, and select games were developed by other companies with Chunsoft's permiss ...
'' games by
Chunsoft, inspired by ''Rogue'', also fall within the concept of roguelike games.
The exact definition of a roguelike game remains a point of debate in the video game community. A "Berlin Interpretation" drafted in 2008 defined a number of high- and low-value factors of "canon" roguelike games ''Rogue'', ''NetHack'' and ''Angband'', which have since been used to distinguish these roguelike games from edge cases like ''
Diablo''. Since then, with more powerful home computers and gaming systems and the rapid growth of
indie video game development, several new "roguelikes" have appeared, with some but not all of these high-value factors, nominally the use of procedural generation and permadeath, while often incorporating other gameplay genres, thematic elements, and graphical styles; common examples of these include ''
Spelunky'', ''
FTL: Faster Than Light'', ''
The Binding of Isaac'', ''
Slay the Spire'', ''
Crypt of the NecroDancer'', and ''
Hades
Hades (; , , later ), in the ancient Greek religion and Greek mythology, mythology, is the god of the dead and the king of the Greek underworld, underworld, with which his name became synonymous. Hades was the eldest son of Cronus and Rhea ...
''. To distinguish these from traditional roguelikes, such games may be referred to as "rogue-lite" or "roguelike-like". Despite this alternative naming suggestion, these games are often referred to as roguelike and use the roguelike tag on various market places such as
Steam
Steam is water vapor, often mixed with air or an aerosol of liquid water droplets. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporization. Saturated or superheated steam is inv ...
.
Origin
The term "roguelike" came from
Usenet newsgroup
A Usenet newsgroup is a repository usually within the Usenet system for messages posted from users in different locations using the Internet. They are not only discussion groups or conversations, but also a repository to publish articles, start ...
s around 1993, as this was the principal channel the players of roguelike games of that period were using to discuss these games, as well as what the developers used to announce new releases and even distribute the game's source code in some cases. With several individual groups for each game, it was suggested that with rising popularity of ''Rogue'', ''Hack'', ''Moria'', and ''Angband'', all of which shared common elements, that the groups be consolidated under an umbrella term to facilitate cross-game discussion.
[ Debate among users of these groups ensued to try to find an encapsulating term that described the common elements, starting with ]rec.games.dungeon.*
,[ but after three weeks of discussion, ]rec.games.roguelike.*
, based on ''Rogue'', which was at the time considered to be the oldest of these types of games, was picked as "the least of all available evils". By the time it was suggested that a group be created to discuss the development of these kind of games in 1998, the "roguelike" term was already established within the community. This usage parallels that of " Doom clone", a term used in the 1990s that later evolved into the more generic "first-person shooter
A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
".
Gameplay and design
Drawing from the concepts of tabletop role-playing game
A tabletop role-playing game (TTRPG or TRPG), also known as a pen-and-paper role-playing game, is a kind of role-playing game (RPG) in which the participants describe their characters' actions through speech and sometimes movements. Participants d ...
s such as ''Dungeons & Dragons
''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
'', nearly all roguelikes give the player control of a character, which they may customize by selecting a class
Class, Classes, or The Class may refer to:
Common uses not otherwise categorized
* Class (biology), a taxonomic rank
* Class (knowledge representation), a collection of individuals or objects
* Class (philosophy), an analytical concept used d ...
, race, and gender, and adjusting attributes points and skills
A skill is the learned or innate
ability
Abilities are powers an agent has to perform various Action (philosophy), actions. They include common abilities, like walking, and rare abilities, like performing a double backflip. Abilities are in ...
. At the start of the game, the character is placed at the top-most level
Level or levels may refer to:
Engineering
*Level (optical instrument), a device used to measure true horizontal or relative heights
* Spirit level or bubble level, an instrument designed to indicate whether a surface is horizontal or vertical
*C ...
of a dungeon, with basic equipment such as a simple weapon, armor, torches, and food. Following along the role-playing concept of a dungeon crawl, the player moves the character through the dungeon, collecting treasure which can include new weapons, armours, magical devices, potions, scrolls, food, and money, while having to fight monsters that roam the dungeon. Most combat is performed simply by attempting to move the character into the same space as the monster. The game then calculates the damage that the character and monster deal. Other types of attacks, such as firing an arrow or performing an offensive magic spell, can often be performed as well.
Defeating monsters earns the character experience point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
s, and after earning enough points, the character will gain an experience level, improving their hit points, magic capability, and other attributes. Monsters may drop treasure to be looted. The character dies if they lose all their hit points. As most roguelikes feature the concept of permadeath
Permadeath or permanent death is a game mechanic in both tabletop games and video games in which player characters who lose all of their health are considered dead and cannot be used anymore. Depending on the situation, this could require the p ...
, this represents the end of the game, and the player will need to restart the game with a newly made character. Roguelikes are nearly always turn-based
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is don ...
, with the game only reacting when the player makes an action with the character. This allows players to evaluate a difficult situation, such as being cornered by several monsters, at their own pace and determine the best strategy.
The player generally has to explore the dungeon to reveal its contents, similar to a fog of war
The fog of war is the uncertainty in situational awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, and adversary Intent (Military), inten ...
. Many roguelikes include visibility elements, such as a torch to provide illumination to see monsters in nearby squares, or line of sight
The line of sight, also known as visual axis or sightline (also sight line), is an imaginary line between a viewer/ observer/ spectator's eye(s) and a subject of interest, or their relative direction. The subject may be any definable object taken ...
to limit which monsters are visible from the player's position. Dungeons tend to be connected by stairs; lower dungeon levels generally are more difficult than higher ones, so that an underdeveloped character will have difficulty progressing too fast. Dungeon levels and the population of monsters and treasure within them are generated randomly using procedural generation
In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated content and algorithms coupled with computer-generated randomness and processing power. I ...
, so no game is the same on subsequent playthroughs. Most roguelikes have an ultimate goal of either claiming an item located at the deepest level of the dungeon, or defeating a specific monster that lives on that level. Typical roguelikes assess the player's performance at the end of the game through a score based on the amount of treasure, money, experience earned, and how fast the player finished the game, if they managed to do so. The score is displayed in a ranked scoreboard to compare the player's performance on successive runs.
Key features
What gameplay elements explicitly define a "roguelike" game remains a point of debate within the video game community. There is broad agreement that roguelike games incorporate gameplay elements popularized by the text-based game
A text game or text-based game is an electronic game that uses a text-based user interface, that is, the user interface employs a set of encodable characters,
such as ASCII, instead of bitmap or vector graphics.
Text-based games have been we ...
'' Rogue'' (1980), which bore out many variations due to its success; As of 2015, several hundred games claiming to be roguelikes were available through the Steam
Steam is water vapor, often mixed with air or an aerosol of liquid water droplets. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporization. Saturated or superheated steam is inv ...
game catalog,[Craddock 2015, Introduction: "Rodney and Friends".] and the user-run wiki
A wiki ( ) is a form of hypertext publication on the internet which is collaboratively edited and managed by its audience directly through a web browser. A typical wiki contains multiple pages that can either be edited by the public or l ...
RogueBasin tracks hundreds of roguelikes and their development.
Some players and developers sought a more narrow definition for "roguelike" as variations on ''Rogue'' introduced new concepts or eschewed other principles that they felt moved the games away from the flavor of what ''Rogue'' was. At the International Roguelike Development Conference 2008 held in Berlin, Germany, players and developers established a definition for roguelikes known as the "Berlin Interpretation". The Berlin Interpretation set out a set of high-value and low-value factors, basing these lists on five canon roguelike games: ''ADOM'', ''Angband'', ''Linley's Dungeon Crawl'', ''NetHack'', and ''Rogue''. The Interpretation was designed to determine "how roguelike a game is", noting that missing a factor does not eliminate a game from being a roguelike, nor does possessing the features make a game roguelike. John Harris of '' Game Set Watch'' exemplified this by using these criteria to numerically score some seemingly roguelike games; ''Linley's Dungeon Crawl'' and ''NetHack'' scored highest, earning 57.5 points of 60 available based on the Interpretation, while ''Toe Jam & Earl'' and ''Diablo'', games commonly compared to roguelikes, earned only about half of the points.
The Berlin Interpretation defined nine high-value factors:
* The game uses random dungeon generation to increase replayability. Games may include pre-determined levels such as a town level common to the ''Moria
Moria may refer to:
Arts and entertainment
* Moria (Middle-earth), fictional location in the works of J. R. R. Tolkien
* ''Moria: The Dwarven City'', a 1984 fantasy role-playing game supplement
* Moria (1978 video game), ''Moria'' (1978 video gam ...
'' family where the player can buy and sell equipment, but these are considered to reduce the randomness set by the Berlin Interpretation. This "random generation" is nearly always based on some procedural generation
In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated content and algorithms coupled with computer-generated randomness and processing power. I ...
approach rather than true randomness. Procedural generation uses a set of rules defined by the game developers to seed the generation of the dungeon generally to assure that each level of the dungeon can be completed by the player without special equipment, and also can generate more aesthetically pleasing levels. In addition, the appearances of magical items may vary from run to run. For example, a "bubbly" potion might heal wounds one game, then poison the player character in the next.
* The game uses permadeath
Permadeath or permanent death is a game mechanic in both tabletop games and video games in which player characters who lose all of their health are considered dead and cannot be used anymore. Depending on the situation, this could require the p ...
. Once a character dies, the player must begin a new game, known as a "run", which will regenerate the game's levels anew due to procedural generation. A "save game" feature will only provide suspension of gameplay and not a limitlessly recoverable state; the stored session is deleted upon resumption or character death. Players can circumvent this by backing up stored game data ("save scumming"), an act that is usually considered cheating
Cheating generally describes various actions designed to subvert or disobey rules in order to obtain unfair advantages without being noticed. This includes acts of bribery, cronyism and nepotism in any situation where individuals are given pr ...
; the developers of ''Rogue'' introduced the permadeath feature after introducing a save function, finding that players were repeatedly loading saved games to achieve the best results. According to ''Rogue''s Michael Toy, they saw their approach to permadeath not as a means to make the game painful or difficult but to put weight on every decision the player made as to create a more immersive experience.
* The game is turn-based
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is don ...
, giving the player as much time as needed to make a decision. Gameplay is usually step-based, where player actions are performed serially and take a variable measure of in-game time to complete. Game processes (e.g., monster movement and interaction, progressive effects such as poisoning or starvation) advance based on the passage of time dictated by these actions.
* The game is grid-based. Gameplay takes place on a uniform grid of tiles. This is usually presented in an ASCII
ASCII ( ), an acronym for American Standard Code for Information Interchange, is a character encoding standard for representing a particular set of 95 (English language focused) printable character, printable and 33 control character, control c ...
representation of the dungeon.
* The game is non-modal, in that every action should be available to the player regardless of where they are in the game. The Interpretation notes that shops like in ''Angband'' do break this non-modality.
* The game has a degree of complexity due to the number of different game systems in place that allow the player to complete certain goals in multiple ways, creating emergent gameplay
Emergent gameplay refers to complex situations in video games, board games, or role-playing games that emerge from the interaction of relatively simple game mechanics.
Designers have attempted to encourage emergent play by providing tools to play ...
. For example, to get through a locked door, the player may attempt to pick the lock, kick it down, burn down the door, or even tunnel around it, depending on their current situation and inventory. A common phrase associated with ''NetHack'' is "The Dev Team Thinks of Everything" in that the developers seem to have anticipated every possible combination of actions that a player may attempt to try in their gameplay strategy, such as using gloves to protect one's character while wielding the corpse of a cockatrice
A cockatrice is a mythical beast, essentially a two-legged dragon, wyvern, or snake, serpent-like creature with a rooster's head. Described by Laurence Breiner as "an ornament in the drama and poetry of the Elizabethans", it was featured promine ...
as a weapon to petrify enemies by its touch.
* The player must use resource management to survive. Items that help sustain the player, such as food and healing items, are in limited supply, and the player must figure out how to use these most advantageously to survive in the dungeon. ''USGamer
Gamer Network Limited (formerly Eurogamer Network Limited) is a British digital media company based in London. Founded in 1999 by Rupert and Nick Loman, it owns brands—primarily editorial websites—relating to video game journalism and ot ...
'' further considers "stamina decay" as another feature related to resource management. The player's character constantly needs to find food to avoid starvation, which prevents the player from exploiting health regeneration by simply either passing turns for a long period of time or fighting very weak monsters at low level dungeons. Rich Carlson, one of the creators of an early roguelike-like '' Strange Adventures in Infinite Space'', called this aspect a sort of "clock", imposing some type of deadline or limitation on how much the player can explore and creating tension in the game.
* The game is focused on hack and slash
Hack and slash, also known as hack and slay (H&S or HnS) or slash 'em up, refers to a type of gameplay that emphasizes combat with melee-based weapons (such as swords or blades). They may also feature projectile-based weapons as well (such as ...
-based gameplay, where the goal is to kill many monsters, and where other peaceful options do not exist.
* The game requires the player to explore the world, and discover the purpose of unidentified items. In games featuring random generation, this must be done again every playthrough, as both the map and the appearances of items change.
Low-value factors from the Berlin Interpretation are:
* The game is based on controlling only a single character throughout one playthrough.
* Monsters have behavior that is similar to the player-character, such as the ability to pick up items and use them, or cast spells.
* The game aimed to provide a tactical challenge that may require players to play through several times to learn the appropriate tactics for survival.
* The game involves exploring dungeons which are made up of rooms and interconnecting corridors. Some games may have open areas or natural features, such as rivers, though these are considered against the Berlin Interpretation.
* The game presents the status of the player and the game through numbers on the game's screen/interface.
Though this is not addressed by the Berlin Interpretation, roguelikes are generally single-player games. On multi-user
Multi-user software is computer software that allows access by multiple users of a computer. Time-sharing systems are multi-user systems. Most batch processing systems for mainframe computers may also be considered "multi-user", to avoid leavi ...
systems, leaderboards are often shared between players. Some roguelikes allow traces of former player characters to appear in later game sessions in the form of ghost
In folklore, a ghost is the soul or Spirit (supernatural entity), spirit of a dead Human, person or non-human animal that is believed by some people to be able to appear to the living. In ghostlore, descriptions of ghosts vary widely, from a ...
s or grave markings. Some games such as NetHack even have the player's former characters reappear as enemies within the dungeon. Multi-player turn-based derivatives such as ''TomeNET'', ''MAngband'', and ''Crossfire
A crossfire (also known as interlocking fire) is a military term for the siting of weapons (often automatic weapons such as assault rifles or sub-machine guns) so that their arcs of fire overlap. This tactic came to prominence in World War I.
...
'' do exist and are playable online
In computer technology and telecommunications, online indicates a state of connectivity, and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but (especially when expressed as "on lin ...
.[Craddock 2015, Bonus Round: "Excerpt from One Week Dungeons: Diaries of a Seven-Day Roguelike Challenge"]
Early roguelikes
Early roguelikes were developed to be played on text-based user interface
In computing, text-based user interfaces (TUI) (alternately terminal user interfaces, to reflect a dependence upon the properties of computer terminals and not just text), is a retronym describing a type of user interface (UI) common as an ear ...
s, commonly UNIX-based computer mainframes and terminals used at colleges and universities before transitioning to personal computers. Games used a mix of ASCII
ASCII ( ), an acronym for American Standard Code for Information Interchange, is a character encoding standard for representing a particular set of 95 (English language focused) printable character, printable and 33 control character, control c ...
or ANSI
The American National Standards Institute (ANSI ) is a private nonprofit organization that oversees the development of voluntary consensus standards for products, services, processes, systems, and personnel in the United States. The organiz ...
characters to visually represent elements of the dungeon levels, creatures, and items on the level as in ASCII art
ASCII art is a graphic design technique that uses computers for presentation and consists of pictures pieced together from the 95 printable (from a total of 128) character (computing), characters defined by the ASCII Standard from 1963 and ASCI ...
. These games typically included one or two text lines presenting the player's current status at the bottom of the screen, and text-based menu screens to manage inventory, statistics, and other details.
The player's character was nearly always represented by the @
character across text-based roguelikes, which had been chosen by the developers of ''Rogue'' to stand for "where you're at". Other common examples would include $
for monetary treasure and D
for a dragon. Later games would take advantage of colour-based text graphics to increase the variation of creature types, such as a red D
for a red dragon that would shoot fire, while a green D
could indicate a green dragon that would shoot acid. Players would use the keyboard, using one keypress to enter a command
Command may refer to:
Computing
* Command (computing), a statement in a computer language
* command (Unix), a Unix command
* COMMAND.COM, the default operating system shell and command-line interpreter for DOS
* Command key, a modifier key on A ...
. Sociologist Mark R. Johnson described these commonality of symbols and glyphs as semiotic codes that gave an "aesthetic construction of nostalgia" by "depicting textual symbols as aesthetic forms in their own right" and consistency across multiple roguelikes.
With modern computer systems, users developed alternate means of displaying the game, such as graphical tilesets and Isometric-based graphical front ends, as well as interfaces that took advantage of keyboard and mouse UI controls, but otherwise still kept to the core tile-based gameplay.
As computers offered more advanced user interfaces, such as windows
Windows is a Product lining, product line of Proprietary software, proprietary graphical user interface, graphical operating systems developed and marketed by Microsoft. It is grouped into families and subfamilies that cater to particular sec ...
and point-and-click menus, many traditional roguelikes were modified to include support for having multiple windows. This was useful to not only show the character-based dungeon, but details on the character's inventory, the monster they were in battle with, and other status messages, in separate windows. Having access to multiple windows also allowed having menus to complete more complex commands. More recent examples of roguelikes that have stayed with ASCII art-based displays include '' Cogmind'' (2017) and '' Cataclysm: Dark Days Ahead'' (2013).
Rogue-lites and procedural death labyrinths
With computers and video game consoles capable of more advanced graphics and gameplay, numerous games have emerged that are loosely based on the classic roguelike design but diverge in one or more features. Many of these games use the concepts of procedurally generated maps and permadeath, while moving away from tile-based movement and turn-based gameplay, often using another gameplay genre such as action game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and ...
s or platformers
A platformer (also called a platform game, and sometimes a jump 'n' run game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels wi ...
. Other titles deriving from roguelike games are based on the observation that the traditional roguelikes are difficult with a steep learning curve
A learning curve is a graphical representation of the relationship between how proficient people are at a task and the amount of experience they have. Proficiency (measured on the vertical axis) usually increases with increased experience (the ...
, and a player may never complete these games over numerous play sessions, making these titles difficult to sell to a broader audience. These new games would include elements to reduce the difficulty as to draw in a larger audience.
Many games with some of the Berlin Interpretation elements call themselves "roguelike", but bear little resemblance to the original ''Rogue'', causing confusion and dilution of the term. Some players of the Berlin Interpretation roguelikes disliked the dilution of the term, believing that in the 1990s and 2000s, the term "roguelikes" served well to distinguish games that forwent aesthetics to focus on depth of gameplay from games more comparable to interactive movies, particularly games that incorporated real-time gameplay elements which tended to reduce the game's complexity. As such, the term "rogue-lite" or "roguelike-like" has been used by some to distinguish these games that possess some, but not all, of the Berlin Interpretation features from those that exactly meet the Berlin roguelike definition. The phrase "procedural death labyrinth" has also been applied to such games, as they retain the notion of permadeath and random level generation but lack the other high-value factors normally associated with roguelike games.
Rogue-lites favor short gameplay runs with victory conditions, in contrast to some traditional roguelikes that can be played indefinitely. The shortness of a single gameplay run in rogue-lites can motivate players to continually replay the game in the hope of reaching completion, making replayability a high-value factor in these types of games. Game journalist Joshua Bycer observed that several games considered as rogue-lites feature fixed events, even if the means to reach that may be through procedural generation, whereas a roguelike game typically lacks this level of predictability. For example, several rogue-lites require the player to travel a fixed number of biomes, each which culminates in a boss fight, such as ''Rogue Legacy''. Associated with their short length, many rogue-lites feature a metagame
A metagame, broadly defined as "a game beyond the game", typically refers to either of two concepts: a game which revolves around a core game; or the strategies and approaches to playing a game. A metagame can serve a broad range of purposes, a ...
, whereby achieving certain goals will unlock persistent features such as the ability to select a new character at the start of the game or the addition of new items and monsters in the procedural generation of the game's levels. Alternatively, each run through rogue-lite may be to collect resources which one then advances their character within the metagame, and a player may simply forgo a complete run once they have collected sufficient materials for that advancement.
Several rogue-lites feature daily challenges, in which a preset random seed
A random seed (or seed state, or just seed) is a number (or vector) used to initialize a pseudorandom number generator.
A pseudorandom number generator's number sequence is completely determined by the seed: thus, if a pseudorandom number gener ...
is used to generate the game's levels in a deterministic fashion so that each player will have the same encounters; players attempt to complete the game through those levels or otherwise get the highest score through online leaderboards. Rogue-lites may also allow the player to enter the random seed directly as to be able to rechallenge the same set of levels or share a difficult set of levels with other players.
''US Gamer'' further identified games they consider edge case
An edge case is a problem or situation that occurs only at an extreme (maximum or minimum) operating parameter. For example, a stereo speaker might noticeably distort audio when played at maximum volume, even in the absence of any other extreme s ...
s of being roguelikes or rogue-lites, as they are inspired by ''Rogue'', and "that stray a bit further from the genre but still manage to scratch the same itch as a great roguelike". These include games such as the '' Diablo'' series, '' ToeJam & Earl'', and ''Dwarf Fortress
''Dwarf Fortress'' (previously titled ''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress'') is a construction and management simulation and roguelike indie video game created by Bay 12 Games. Available as freeware and in development si ...
'', the latter of which retains the classic ASCII art-approach to gameplay as traditional roguelikes. ''Ars Technica
''Ars Technica'' is a website covering news and opinions in technology, science, politics, and society, created by Ken Fisher and Jon Stokes in 1998. It publishes news, reviews, and guides on issues such as computer hardware and software, sci ...
'' writer Richard C. Moss alternatively suggested that the term "roguelike" is less necessarily about any specific genre definition but instead the idea that "games can be deep, inventive, challenging, and endlessly compelling experiences through their rules and their systems alone".
Subgenres within roguelikes
In considering the popularity of roguelikes that deviate from the Berlin Interpretation, the rogue-lites, some subgenres have emerged.
Action roguelikes are typically based on combining gameplay of action game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and ...
s within roguelikes instead of the turn-based gameplay. ''Spelunky'' is an example of combining a platform game
A platformer (also called a platform game, and sometimes a jump 'n' run game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels wi ...
with the roguelike formula, while ''The Binding of Isaac'' and ''Enter the Gungeon'' are effective roguelike shooter game
Shooter video games, or shooters, are a subgenre of action video games where the focus is on the defeat of the character's enemies using ranged weapons given to the player. Usually these weapons are firearms or some other long-range weapons, a ...
s. Within action roguelikes have also emerged a minimalistic shooter roguelike, with '' Vampire Survivors'' as a leading example; in such games, the player generally fights through wave after wave of enemies, their character often fully firing or using all possible attacks without player intervention, with the ability to expand their character through a random selection of power-ups as they defeat more enemies.
Another type of roguelike subgenre is the roguelike deck-builder, where combat is resolved by using cards or an equivalent object. These games are inspired by physical living card games, where the player builds their deck over the course of the game, forcing them to plan strategy on the fly. While the 2014 game ''Dream Quest'' is considered the first example of such a video game, the popularity of the genre was cemented with '' Slay the Spire'' in 2017.
History
Early history (1975–1980)
The creation of roguelike games came from hobbyist programmers and computer hackers
A security hacker or security researcher is someone who explores methods for breaching or bypassing defenses and exploiting weaknesses in a computer system or network. Hackers may be motivated by a multitude of reasons, such as profit, prot ...
, attempting to create games for the nascent computer field in the early 1980s, particularly influenced by the 1975 text adventure game
Interactive fiction (IF) is software simulating environments in which players use text Command (computing), commands to control Player character, characters and influence the environment. Works in this form can be understood as literary narrati ...
''Colossal Cave Adventure
''Colossal Cave Adventure'' (also known as ''Adventure'' or ''ADVENT'') is a text-based adventure game, released in 1976 by developer Will Crowther for the PDP-10 mainframe computer. It was expanded upon in 1977 by Don Woods. In the game, the ...
'' (often simply titled ''Adventure'', or ''advent'' on filesystems without long filenames), and from the high fantasy
High fantasy, or epic fantasy, is a subgenre of fantasy defined by the epic nature of its setting or by the epic stature of its characters, themes, or plot. Brian Stableford, ''The A to Z of Fantasy Literature'', (p. 198), Scarecrow Pres ...
setting of the tabletop game ''Dungeons & Dragons
''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
''. Some elements of the roguelike genre were present in dungeon crawlers written for the PLATO system
PLATO (Programmed Logic for Automatic Teaching Operations), also known as Project Plato and Project PLATO, was the first generalized computer-assisted instruction system. Starting in 1960, it ran on the University of Illinois's ILLIAC I compu ...
. This includes '' pedit5'' (1975) believed to be the first dungeon crawl game, and featured random monster encounters, though only used a single fixed dungeon level. ''pedit5'' inspired similar PLATO-based dungeon crawlers '' dnd'' (1975), ''orthanc'' (1978), ''Moria
Moria may refer to:
Arts and entertainment
* Moria (Middle-earth), fictional location in the works of J. R. R. Tolkien
* ''Moria: The Dwarven City'', a 1984 fantasy role-playing game supplement
* Moria (1978 video game), ''Moria'' (1978 video gam ...
'' (1978), and ''avatar
Avatar (, ; ) is a concept within Hinduism that in Sanskrit literally means . It signifies the material appearance or incarnation of a powerful deity, or spirit on Earth. The relative verb to "alight, to make one's appearance" is sometimes u ...
'' (1979). It is unclear if these PLATO games inspired the roguelike genre as there is no evidence that the early roguelike creators had access to these games. The core roguelike games were developed independently of each other, many of the developers not learning about their respective projects until several years after the genre took off.
Roguelike games were initially developed for computing environments with limited memory, including shared mainframe systems and early home computers; this limitation prevented developers from retaining all but a few dungeon levels in memory while the game was running, leading to procedural generation to avoid the memory storage issue. Procedural generation led to high replayability, as no two games were alike.
Concurrent variants
Though the term "roguelike" derives from the 1980 game ''Rogue'', the first known game with the core roguelike gameplay elements was '' Beneath Apple Manor'' (1978), written by Don Worth for the Apple II
Apple II ("apple Roman numerals, two", stylized as Apple ][) is a series of microcomputers manufactured by Apple Computer, Inc. from 1977 to 1993. The Apple II (original), original Apple II model, which gave the series its name, was designed ...
; ''Beneath Apple Manor'' is also recognized as the first commercial roguelike game.[Craddock 2015, Chapter 1: "The BAM-Like: Exploring Beneath Apple Manor".] The game, inspired by Worth's enjoyment of ''Dungeons & Dragons'' roleplaying, included procedural generation using a modification of the random maze generator from the game ''Dragon Maze'', role-playing elements for the characters, tile-based movement and turn-based combat. Though ''Beneath Apple Manor'' predated ''Rogue'', it was not as popular as ''Rogue'': ''Rogue'' had advantage of being distributed over ARPANET which many college students had easy access to, while ''Beneath Apple Manor'' was packaged and sold by hand by Worth either at local stores or through mail fulfillment.
Another early roguelike whose development pre-dated ''Rogue'' was ''Sword of Fargoal
''Sword of Fargoal'' is a dungeon exploration video game developed by Jeff McCord and published by Epyx for the VIC-20 in 1982. It was later published for the Commodore 64 in 1983. The game was originally released on cassette tape and 5¼" flop ...
'' (1982), developed by Jeff McCord starting in 1979.[Craddock 2015, Chapter 4: "There and Back Again: Retrieving the Sword of Fargoal"] The game was based on ''GammaQuest'', an earlier title McCord had created on the Commodore PET
The Commodore PET is a line of personal computers produced starting in 1977 by Commodore International. A single all-in-one case combines a MOS Technology 6502 microprocessor, Commodore BASIC in read-only memory, keyboard, monochrome monitor ...
which he shared locally with friends while a student at Henry Clay High School
Henry Clay High School is an American public high school in Lexington, Kentucky. Opened on Main Street in 1928, it was named in honor of the Kentuckian and United States statesman, Henry Clay. The Main Street location now houses the main office ...
in Kentucky; the game itself was based on a ''Dungeons & Dragons'' campaign he had run himself in the prior years. Before graduating and attending the University of Tennessee
The University of Tennessee, Knoxville (or The University of Tennessee; UT; UT Knoxville; or colloquially UTK or Tennessee) is a Public university, public Land-grant university, land-grant research university in Knoxville, Tennessee, United St ...
in 1981, he had started work on ''GammaQuest II'', which required the player to navigate through randomly generated dungeon levels, acquire a sword, and make it back to the surface with that sword through more randomly generated levels. The more advanced computers available at the school, such as the VIC-20
The VIC-20 (known as the VC-20 in Germany and the VIC-1001 in Japan) is an 8-bit entry level home computer that was sold by Commodore International, Commodore Business Machines. The VIC-20 was announced in 1980, roughly three years after Commod ...
, enabled him to expand out the game further from the highly limited memory on the PET. On seeing the prospects of selling computer software, he eventually got a publication deal with Epyx
Epyx, Inc. was a video game developer and video game publisher active in the late 1970s and 1980s. The company was founded in 1978 as Automated Simulations by Jim Connelley and Jon Freeman, publishing a series of tactical combat games. The Epyx ...
, where they helped him to refine the marketing of the game, renaming it ''Sword of Fargoal'', and giving him access to the more powerful Commodore 64
The Commodore 64, also known as the C64, is an 8-bit computing, 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in ...
, enabling him to use graphics and sound as part of the game. The game was considered a success, and when it was ported to the PC in 1983, it out-shone ''Rogue''s PC release the same year due to ''Sword of Fargoal''s superior graphics and sound.
''Rogue''
''Rogue'' was written by Glenn Wichman and Michael Toy in 1980 while students at the University of California, Santa Cruz
The University of California, Santa Cruz (UC Santa Cruz or UCSC) is a public university, public Land-grant university, land-grant research university in Santa Cruz, California, United States. It is one of the ten campuses in the University of C ...
. The game was inspired by Toy's prior experience in playing the 1971 ''Star Trek
''Star Trek'' is an American science fiction media franchise created by Gene Roddenberry, which began with the Star Trek: The Original Series, series of the same name and became a worldwide Popular culture, pop-culture Cultural influence of ...
'' game and programming clones of it for various other computer systems.[Craddock 2015, Chapter 2: "Procedural Dungeons of Doom: Building Rogue, Part 1"] It was also inspired by interactive fiction ''Adventure''. While looking for a way to randomize the experience of ''Adventure'', they came across Ken Arnold
Kenneth Cutts Richard Cabot Arnold (born 1958) is an American computer programmer well known as one of the developers of the 1980s dungeon-crawling video game '' Rogue'', for his contributions to the original Berkeley Software Distribution (BS ...
's curses library that enabled them to better manipulate characters on the terminal screen, prompting Toy and Wichman to create a graphical-like randomized adventure game. They created the story of the game by having the player seek out the "Amulet of Yendor", "Yendor" being "Rodney" spelled backwards, the name of the wizard they envisioned had created the dungeon. ''Rogue'' was originally executed on a VAX-11/780
The VAX-11 is a discontinued family of 32-bit superminicomputers, running the Virtual Address eXtension (VAX) instruction set architecture (ISA), developed and manufactured by Digital Equipment Corporation (DEC). Development began in 1976. In ad ...
computer; its limited memory forced them to use a simple text-based interface for the game. Toy eventually dropped out of school but got a job at the computing labs at University of California, Berkeley
The University of California, Berkeley (UC Berkeley, Berkeley, Cal, or California), is a Public university, public Land-grant university, land-grant research university in Berkeley, California, United States. Founded in 1868 and named after t ...
, where he met with Arnold. Arnold helped to optimize the curses code and implement more features into the game.[Craddock 2015, Chapter 3: "Rodney and the Free Market: Building Rogue, Part 2"]
''Rogue'' proved popular with college students and computer researchers at the time, including Ken Thompson
Kenneth Lane Thompson (born February 4, 1943) is an American pioneer of computer science. Thompson worked at Bell Labs for most of his career where he designed and implemented the original Unix operating system. He also invented the B (programmi ...
; Dennis Ritchie
Dennis MacAlistair Ritchie (September 9, 1941 – October 12, 2011) was an American computer scientist. He created the C programming language and the Unix operating system and B language with long-time colleague Ken Thompson. Ritchie and Thomp ...
had joked at the time that ''Rogue'' was "the biggest waste of CPU cycles in history". Its popularity led to the game's inclusion on BSD UNIX
The Berkeley Software Distribution (BSD), also known as Berkeley Unix or BSD Unix, is a discontinued Unix operating system developed and distributed by the Computer Systems Research Group (CSRG) at the University of California, Berkeley, beginni ...
v4.2 in 1984, though at that time, without its source code
In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer.
Since a computer, at base, only ...
. Toy and Arnold had anticipated selling ''Rogue'' commercially and were hesitant about releasing it; Toy would go on to meet Jon Lane at Olivetti
Olivetti S.p.A. is an Italian manufacturer of computers, tablets, smartphones, printers and other such business products as calculators and fax machines. Headquartered in Ivrea, in the Metropolitan City of Turin, the company has been owned b ...
, and together they would go on to create the company A.I. Design to port the games for various home systems along with publishing support by Epyx, later bringing Wichman back to help.
Following evolution (1980–1995)
The hierarchy of the major Roguelike games that are known to descend from ''Rogue''. Solid lines represent games developed from the parent's source code, while dotted lines represent games that were inspired by the parent game.
[Freeing an old game](_blank)
by Ben Asselstine on Free software magazine
''Free Software Magazine'' (also known as ''FSM'' and originally titled ''The Open Voice'') is a Web site that produces a (generally bi-monthly) mostly free-content online magazine about free software.
It was started in November 2004 by Austral ...
(March 12, 2007)
The popularity of ''Rogue'' led developers to create their own versions of the game, though their efforts were originally limited by the lack of access to ''Rogue''s source, which was not released until BSD v4.3 in 1986. These developers resorted to building games from scratch similar to ''Rogue'' but with features that they wanted to see.[Craddock 2015, Chapter 5: "When the Inmates Run the Asylum – Hack-ing at Lincoln-Sudbury High School"] These versions would be distributed with source code, and along with the original ''Rogue'' source, other developers were able to create software fork
In software development, a fork is a codebase that is created by duplicating an existing codebase and, generally, is subsequently modified independently of the original. Software software build, built from a fork initially has identical behavior ...
s of the games, adding in new monsters, items, and gameplay features, creating several dozen variants. This process was aided by switching code to languages with better data typing, including object-oriented
Object-oriented programming (OOP) is a programming paradigm based on the concept of '' objects''. Objects can contain data (called fields, attributes or properties) and have actions they can perform (called procedures or methods and impleme ...
and scripting languages, and cleaning up and modularizing the code so that contributors can better follow where changes can be made.
While there are some direct variants of ''Rogue'', such as '' Brogue'', 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''.
''Moria''-based
''Moria
Moria may refer to:
Arts and entertainment
* Moria (Middle-earth), fictional location in the works of J. R. R. Tolkien
* ''Moria: The Dwarven City'', a 1984 fantasy role-playing game supplement
* Moria (1978 video game), ''Moria'' (1978 video gam ...
'' (1983) was developed by Robert Alan Koeneke while a student at University of Oklahoma
The University of Oklahoma (OU) is a Public university, public research university in Norman, Oklahoma, United States. Founded in 1890, it had existed in Oklahoma Territory near Indian Territory for 17 years before the two territories became the ...
, inspired by both ''Adventure'' and ''Rogue''. Having access to a VAX-11/780
The VAX-11 is a discontinued family of 32-bit superminicomputers, running the Virtual Address eXtension (VAX) instruction set architecture (ISA), developed and manufactured by Digital Equipment Corporation (DEC). Development began in 1976. In ad ...
, but without the source to ''Rogue'' due to computer administrator restrictions, he began trying to recreate ''Rogue'' but specifically flavored with the complex cave maze of the same name in J.R.R. Tolkien's Middle Earth
Middle or The Middle may refer to:
* Centre (geometry), the point equally distant from the outer limits.
Places
* Middle (sheading), a subdivision of the Isle of Man
* Middle Bay (disambiguation)
* Middle Brook (disambiguation)
* Middle Creek ...
stories. Following Tolkien's fiction, the player's goal was to descend to the depths of Moria to defeat the Balrog
Balrogs () are a species of powerful demonic monsters in J. R. R. Tolkien's Middle-earth. One first appeared in print in his high-fantasy novel ''The Lord of the Rings'', where the Company of the Ring encounter a Balrog known as Durin's Bane in ...
, akin to a boss battle.[Craddock 2015, Chapter 7: "None Shall Pass: Braving the Mines of Moria"] As with ''Rogue'', levels were not persistent: when the player left the level and then tried to return, a new level would be procedurally generated. Among other improvements to ''Rogue'', Koeneke included a persistent town at the highest level where players could buy and sell equipment, and the use of data structure
In computer science, a data structure is a data organization and storage format that is usually chosen for Efficiency, efficient Data access, access to data. More precisely, a data structure is a collection of data values, the relationships amo ...
s within the Pascal language allowed him to create a more diverse bestiary
A bestiary () is a compendium of beasts. Originating in the ancient world, bestiaries were made popular in the Middle Ages in illustrated volumes that described various animals and even rocks. The natural history and illustration of each beas ...
within the game. He got help from several playtesters as well as another student, Jimmey Wayne Todd, who helped to program a deeper character generation system. ''UMoria'' (short for ''UNIX Moria'') is a close variation on ''Moria'' by Jim E. Wilson, making the game more portable to a larger variety of computers while fixing various bugs.
'' Angband'' (1990) was developed by Alex Cutler and Andy Astrand while attending the University of Warwick
The University of Warwick ( ; abbreviated as ''Warw.'' in post-nominal letters) is a public research university on the outskirts of Coventry between the West Midlands and Warwickshire, England. The university was founded in 1965 as part of ...
. Having played ''UMoria'', they wanted to expand the game even further. Working from ''UMoria''s code, they increased the number of levels and monsters, flavored the game based on Angband, the massive fortress controlled by Morgoth
Morgoth Bauglir (; originally Melkor ) is a character, one of the godlike Vala (Middle-earth), Valar and the primary antagonist of Tolkien's legendarium, the mythic epic published in parts as ''The Silmarillion'', ''The Children of Húrin'', ...
from Tolkien's fiction, and incorporated more of the deadlier creatures described within the Middle Earth mythology. They kept the Balrog as a difficult creature that must be overcome at a mid-game level, while Morgoth became the final boss the player must defeat to win the game.[Craddock 2015, Chapter 8: "Neapolitan Roguelike: The Many Flavors of Angband"] Following Cutler and Astrand's graduation, Sean March and Geoff Hill took over the development to see the game through to a public release outside of the university, adding in elements such as giving the player a sense of the rewards and dangers of a level when they entered it the first time.
Once ''Angband'' was released to the public via USENET
Usenet (), a portmanteau of User's Network, is a worldwide distributed discussion system available on computers. It was developed from the general-purpose UUCP, Unix-to-Unix Copy (UUCP) dial-up network architecture. Tom Truscott and Jim Elli ...
, there were efforts to have code maintainers (the "devteam") to fix bugs, clean up the code and implement suggestions into the code. Due to numerous shifts in those maintaining the code (due to other obligations), and the number of potential user suggestions to include, ''Angband'' would become highly forked, leading to a number of ''Angband'' variants; at least sixty known variants exist with about a half dozen still under active development. One significant fork was ''ZAngband'' (1994) (short for ''Zelazny Angband''), which expanded on ''Angband'' and altered the theme towards Roger Zelazny
Roger Joseph Zelazny (May 13, 1937 – June 14, 1995) was an American fantasy and science fiction writer known for his short stories and novels, best known for '' The Chronicles of Amber''. He won the Nebula Award three times (out of 14 nominatio ...
's '' The Chronicles of Amber''. The ''ZAngband'' codebase would be used to create ''Troubles of Middle Earth'' (''ToME'') in 2002, which later swapped out the Tolkien and Zelazny fiction setting for a new original one to become '' Tales of Maj'Eyal'' (2009). The vanilla ''Angband'' remains in development today by the devteam.
''Hack''-based
''Hack
Hack may refer to:
Arts, entertainment, and media Games
* Hack (Unix video game), ''Hack'' (Unix video game), a 1984 roguelike video game
* .hack (video game series), ''.hack'' (video game series), a series of video games by the multimedia fran ...
'' (1982) was developed by Jay Fenlason with help from Kenny Woodland, Mike Thome, and Jonathan Payne, students at Lincoln-Sudbury Regional High School at the time, while participating in the school's computer lab overseen by Brian Harvey
Brian Lee Harvey (born 8 August 1974) is an English singer from London. He was the lead singer of pop group East 17. The later incarnation of the band, E-17, had two top 20 singles on the UK Singles Chart between 1998 and 1999, with the album ...
. Harvey had been able to acquire a PDP-11/70 minicomputer for the school and instituted a course curriculum that allowed students to do whatever they wanted on the computers, including playing games, as long as they had completed assignments by the end of each semester. Fenlason, Woodland, Thome, and Payne met through these courses and became a close group of friends and competent programmers. Harvey had invited the group to the computer labs at UC Berkeley where they had the opportunity to use the mainframe systems there, and were introduced to ''Rogue'', inspiring them to create their own version as their class project. Fenlason had created a list of features they wanted to improve upon in ''Rogue'' such as having a level's layout saved once the player moved off that level. They approached Toy and Arnold at a local USENIX
USENIX is an American 501(c)(3) nonprofit membership organization based in Berkeley, California and founded in 1975 that supports advanced computing systems, operating system (OS), and computer networking research. It organizes several confe ...
conference for the source code to ''Rogue'', but were refused, forcing them to develop the routines from scratch. The resulting program, ''Hack'', stayed true to the original ''Dungeons and Dragons'' influences, and derived its name from being both a "hack and slash" game as well as a programming hack to recreate ''Rogue'' without having access to its source code. Fenlason was not able to include all the desired features, and his involvement in ''Hack''s development concluded after the students had left the school. Fenlason had provided the source code to ''Hack'' to the USENIX conferences to be distributed on their digital tapes, from which it was later discovered and built upon through USENET newsgroups, porting it to various systems. Like ''Angband'', the maintainership of the ''Hack'' code passed through several hands, and some variants were created by different forks.
''Hack'' would eventually be dropped in favor of ''NetHack
''NetHack'' is an open source single-player roguelike video game, first released in 1987 and maintained by the NetHack DevTeam. The game is a fork of the 1984 game ''Hack'', itself inspired by the 1980 game '' Rogue''. The player takes the role ...
'' (1987). When Mike Stephenson, an analyst at a computer hardware manufacturer, took maintainership of ''Hack''s code, he improved it, taking suggestions from Izchak Miller, a philosophy professor at University of Pennsylvania
The University of Pennsylvania (Penn or UPenn) is a Private university, private Ivy League research university in Philadelphia, Pennsylvania, United States. One of nine colonial colleges, it was chartered in 1755 through the efforts of f ...
, and Janet Walz, another computer hacker. Calling themselves the DevTeam, they began to make major modifications to ''Hack''s code. They named their new version ''NetHack'', in part due to their collaboration over the game being done through USENET. ''NetHack''s major deviations from ''Hack'' were the introduction of a wider variety of monsters, borrowing from other mythologies and lores, including anachronistic and contemporary cultural elements (such as a tourist class with a flash-bulb camera inspired by Terry Pratchett
Sir Terence David John Pratchett (28 April 1948 – 12 March 2015) was an English author, humorist, and Satire, satirist, best known for the ''Discworld'' series of 41 comic fantasy novels published between 1983 and 2015, and for the Apocalyp ...
's ''Discworld
''Discworld'' is a comic fantasy"Humorous Fantasy" in David Pringle, ed., ''The Ultimate Encyclopedia of Fantasy'' (pp.31-33). London, Carlton,2006. book series written by the English author Sir Terry Pratchett, set on the Discworld, a fl ...
'' series) in the high fantasy setting, and the use of pre-defined levels with some procedural elements that the player would encounter deeper in the dungeons. Further iterations of the game included branching pathways through the dungeon and optional character-based quests that could grant the player an extremely useful item to complete the game. Though the DevTeam released the code publicly, they carefully maintained who could contribute to the code base to avoid excessive forking of the vanilla game, and remain relatively quiet about suggested improvements to each release, working in relatively secrecy from its player base.[Craddock 2015, Chapter 6: "It Takes a Village: Raising NetHack"]
'' Ancient Domains of Mystery'' (1994), or ''ADOM'' for short, derived from concepts presented in ''NetHack''. ''ADOM'' was originally developed by Thomas Biskup while a student at Technical University of Dortmund.[Craddock 2015, Chapter 9: "Wish You Were Here! Questing for Postcards in Ancient Domains of Mystery"] After playing through ''Rogue'' and ''Hack'', he came to ''NetHack'' and was inspired by the game but dismayed at the complexity and elements he found unnecessary or distracting. Biskup created ''ADOM'' from scratch with the aim of creating a more story-driven game than ''NetHack'' that kept the depth of gameplay with a focused theme and setting. The resulting game featured several different dungeons, many generated procedurally, connected through an overworld
An overworld or a hub world is, in a broad sense, an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other video game genres, such as some pla ...
map of the fictional realm of Ancardia, and would have the player complete various quests in those dungeons to progress the game. A major feature was the influence of Chaos forces through unsealed portals, which the player would have to close. While in areas affected by Chaos, the player's character would become tainted, causing mutations that could be either detrimental or beneficial. ''ADOM'', like ''NetHack'' and ''Angband'', would gain a devteam to maintain the code and implement updates and patches to avoid excessive forking.
Other variants
Not all early roguelikes were readily classified as ''Hack'' or ''Moria'' descendants. '' Larn'' (1986), developed by Noah Morgan, borrowed concepts from both ''Hack'' (in that there are persistent and fixed levels) and ''Moria'' (in the availability of a shop level and general difficulty increasing with dungeon level), but while these two games have spiraled in size to take multiple play sessions to complete, ''Larn'' was aimed to be completed in a single session. ''Larn'' also uses a fixed-time feature, in that the player had only so many turns to complete a goal, though there were ways to jump back in time as to extend play. ''Omega'', developed by Laurence Brothers in the late 1980s, is credited with introducing an overworld concept to the roguelike genre, prior to the feature's appearance in ''ADOM''. ''Omega'' was often remembered for its odd inventory approach in which the player would have to pick up an object, considering it being held, and then moving that object to a bag or an equipment slot. '' Linley's Dungeon Crawl'' (1995) was created by Linley Henzell and featured a skill-based character progression system, in which experience point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
s could be used to improve specific skills, such as weapon proficiency or trap detection. One fork of this would form the basis for '' Dungeon Crawl Stone Soup'' (2006). SSI's '' Dungeon Hack'' (1993) offered randomized dungeons and permadeath within AD&D 2nd Edition rules.
''Mystery Dungeon'' games (1993–onward)
Through 1993, roguelikes primarily existed in computer space, and no home console
A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. While initial consoles were dedicated units with only a few game ...
variants had yet existed. Two of the earliest-known attempts were Sega
is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
's '' Fatal Labyrinth'' (1990) and '' Dragon Crystal'' (1990), but which lacked the depth of a typical computer-based roguelike. Neither proved to be successful games. There was also the 1991 Japanese exclusive Game Boy
The is a handheld game console developed by Nintendo, launched in the Japanese home market on April 21, 1989, followed by North America later that year and other territories from 1990 onwards. Following the success of the Game & Watch single-ga ...
game '' Cave Noire'' from Konami
, commonly known as Konami, , is a Japanese multinational entertainment company and video game developer and video game publisher, publisher headquartered in Chūō, Tokyo, Chūō, Tokyo. The company also produces and distributes trading card ...
, that centred on four distinct roguelike questlines divided into ten difficulty levels.
Chunsoft had gained success by developing the ''Dragon Quest
previously published as ''Dragon Warrior'' in North America until 2005, is a series of role-playing video games created by Japanese game designer Yuji Horii (Armor Project), character designer Akira Toriyama (Bird Studio), and composer Koi ...
'' series, a series which established fundamental aspects of the computer role-playing game
A computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations (''computation''). Modern digital electronic computers can perform generic sets of operations known as ''programs'', w ...
genre, popular for Western computer audiences, into a more streamlined approach better suited for Japanese players that preferred consoles. With roguelikes starting to gain popularity, Chunsoft's developers believed they could do a similar treatment for that genre to make it better suited for Japanese audiences. Chunsoft's Koichi Nakamura stated their intent was to take ''Rogue'' and make it "more understandable, more easy-to-play version" of the title that could be played on consoles. This led to the creation of the ''Mystery Dungeon
''Mystery Dungeon'', known in Japan as is a series of roguelike role-playing video games. Most were developed by Chunsoft, now Spike Chunsoft since the merging in 2012, and select games were developed by other companies with Chunsoft's permiss ...
'', with the first title being (1993) based on the ''Dragon Quest'' series. Several changes to the roguelike formula had to be made for this conversion: they had developed ways to reduce the difficulty of the roguelike by using progressively more difficult dungeons that were randomly generated, and made permadeath an option by selection of difficulty level. An added benefit for ''Torneko no Daibōken'' was that it used the established '' Dragon Quest 4'' setting and the character Torneko, helping to make the game familiar to its planned audience and giving a story for the player to follow. While ''Torneko no Daibōken'' did not sell as well as typical ''Dragon Quest'' games, it was successful enough for Chunsoft to develop a second title based on a wholly original character and setting, '' Mystery Dungeon: Shiren the Wanderer'', released in 1995. Chunsoft found that they were more creative with how they developed the game without the need to respect an existing property. Since then, Chunsoft has developed over 25 games in the ''Mystery Dungeon'' series for various platforms, In addition to their ''Shiren'' titles, many of the other Chunsoft ''Mystery Dungeon'' games span various franchises, including '' Chocobo'' series based on ''Final Fantasy
is a Japanese fantasy Anthology series, anthology media franchise created by Hironobu Sakaguchi which is owned, developed, and published by Square Enix (formerly Square (video game company), Square). The franchise centers on a series of fanta ...
'', ''Pokémon Mystery Dungeon
is a spin-off video game from the main ''Pokémon'' series developed by Spike Chunsoft (formerly Chunsoft). The games feature the fictional creatures called Pokémon who have the ability to speak human language navigating through a randomly g ...
'' based on ''Pokémon
is a Japanese media franchise consisting of List of Pokémon video games, video games, Pokémon (TV series), animated series and List of Pokémon films, films, Pokémon Trading Card Game, a trading card game, and other related media. The fran ...
'', and a crossover with Atlus
is a Japanese video game developer, video game publisher, publisher, Arcade game, arcade manufacturer and distribution company based in Tokyo. A subsidiary of Sega, the company is known for the ''Megami Tensei'', ''Persona (series), Persona'' ...
' ''Etrian Odyssey
''Etrian Odyssey'' is a dungeon crawler role-playing video game series. It is primarily developed and published by Atlus and currently owned by Sega. By 2016, the series had sold a combined total of 1.5 million copies worldwide.
Each installme ...
'' in ''Etrian Mystery Dungeon
''Etrian Mystery Dungeon'' is a role-playing video game for the Nintendo 3DS. It was developed by Spike Chunsoft and Atlus, and published by Atlus in Japan on March 5, 2015 and Atlus USA in North America on April 7. It was published by NIS Amer ...
''. Several titles in the ''Mystery Dungeon'' series were popular, and would become a staple of the Japanese video game market.
A primary difference between the ''Mystery Dungeon'' games and Western roguelikes following the Berlin Interpretation is the lack of permadeath – in ''Mystery Dungeon'' games, player-characters may die or become too injured, resetting their progress to the start of the dungeon, but the games typically provide means to store and recover equipment and other items from the previous run. The ''Mystery Dungeon'' games were not as successful in Western markets when published there, as the target players – younger players who likely had not experienced games like ''Rogue'' – found the lack of a traditional role-playing game save system odd.
Other Japanese role-playing games would incorporate random dungeon generation as part of their design, mimicking part of the nature of roguelikes, and were considered roguelike titles when published in Western markets. Such titles include '' Azure Dreams'', '' Dark Cloud'', '' Shining Soul'', and ''Baroque
The Baroque ( , , ) is a Western Style (visual arts), style of Baroque architecture, architecture, Baroque music, music, Baroque dance, dance, Baroque painting, painting, Baroque sculpture, sculpture, poetry, and other arts that flourished from ...
''. The massively multiplayer online role playing game
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.
As in role-playing games (RPGs), the player assumes the role of a character (o ...
''Final Fantasy XIV
''Final Fantasy XIV'' is a massively multiplayer online role-playing game (MMORPG) developed and published by Square Enix. Directed and produced by Naoki Yoshida and released worldwide for PlayStation 3 and Windows in August 2013, it replaced ...
'' added a randomly-generated Deep Dungeon that was inspired by the procedural generation of roguelikes.
Continued development in Western markets (2002–onward)
Though new classical roguelike variants would continue to be developed within the Western market, the genre languished as more advanced personal computers capable of improved graphics capabilities and games that utilized these features became popular. However, some of these new graphical games drew influence for roguelike concepts, notably action role-playing game
An action role-playing game (often abbreviated action RPG or ARPG) is a video game genre that combines core elements from both the action game and Role-playing video game, role-playing game genres.
Definition
Action role-playing games empha ...
s like Blizzard Entertainment
Blizzard Entertainment, Inc. is an American video game developer and Video game publisher, publisher based in Irvine, California, and a subsidiary of Activision Blizzard. Originally founded in 1991, the company is best known for producing the h ...
's '' Diablo'' (1996). ''Diablo''s creator, David Brevik
David Brevik (born February 14, 1968) is an American video game designer, producer, and programmer who served as the co-founder and president of Blizzard North. He is best known for the critically acclaimed ''Diablo'' series. Currently, he ser ...
, acknowledged that games like ''Rogue'', ''NetHack'', '' Telengard'' and other roguelikes influenced the design of ''Diablo'', including the nature of randomly generated dungeons and loot.
Existing roguelikes continue to be developed: a sequel to ''ADOM'' successfully received crowd funding
Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and alternative finance, to fund projects "without standard financial ...
in 2012, while ''NetHack''s first major release in ten years in 2015 is set to help the DevTeam expand the game further. New roguelikes that adhere to core Berlin Interpretation rules are still being created, including '' Dungeon Crawl Stone Soup'' (2006), '' Dungeons of Dredmor'' (2011), and '' Dragon Fin Soup'' (2015). A subclass of "coffeebreak roguelikes" that could be completed in a short period of time have developed, often derived from entries in the Seven Day Roguelike Challenge; examples include such as '' DoomRL'' (2013) and ''Desktop Dungeons
''Desktop Dungeons'' is a single-player video game, single-player roguelike-like puzzle video game developed and published by QCF Design. Released in November 2013, the game underwent a lengthy public beta phase, during which it was available to c ...
'' (2013) Some games would also take advantage of the ease of developing in the tile-based ASCII interfaces common to roguelikes. For example, the highly popular ''Dwarf Fortress
''Dwarf Fortress'' (previously titled ''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress'') is a construction and management simulation and roguelike indie video game created by Bay 12 Games. Available as freeware and in development si ...
'' (2006) uses the roguelike interface atop a construction and management simulation, and would serve as a major inspiration for ''Minecraft
''Minecraft'' is a 2011 sandbox game developed and published by the Swedish video game developer Mojang Studios. Originally created by Markus Persson, Markus "Notch" Persson using the Java (programming language), Java programming language, the ...
'', while '' SanctuaryRPG'' (2014) is a more traditional turn-based role playing game featuring a scripted story that uses an ASCII interface and roguelike gameplay elements. ''UnReal World
''UnReal World'' is a roguelike survival freeware (shareware before 2013) video game set in a fictionalisation of Iron Age Finland. The game was first released in 1992 and continues to receive regular updates as of 2025. The game was released ...
'' (1992), the game that is considered to be the forerunner of the survival game
Survival games are a subgenre of action games which are often set in hostile, intense, open-world environments. Players generally start with minimal equipment and are required to survive as long as possible by finding the resources necessary t ...
genre, and which frequently uses procedural generation to create the worlds that players must survive in, was developed by Sami Maaranen and was influenced by roguelikes, with its initial interface being similar to that of ''NetHack''.
Growth of the rogue-lite (2005–onward)
The roguelike genre saw a resurgence in Western markets after 2000 through independent developers who created a new subgenre designated "rogue-lite", though the games are also sometimes called "roguelike-likes". Indie developers began to incorporate roguelike elements into genres not normally associated with roguelikes, creating games that would form the basis of this new subgenre. Two of the earliest cited examples of rogue-lites are '' Strange Adventures in Infinite Space'' (2002) and its sequel '' Weird Worlds: Return to Infinite Space'' (2005) by Digital Eel, both space exploration games that included randomly generated planets and encounters, and permadeath. Digital Eel based their work on the space exploration game '' Starflight'' along with roguelikes like ''NetHack'' but wanted to provide a shorter experience that would be easier to replay, akin to tabletop beer and pretzels games like '' Deathmaze'' and '' The Sorcerer's Cave'' that has elements in common with roguelikes.
'' Spelunky'' (2008), released shortly after the formation of the Berlin Interpretation, is considered to be a major contribution to the growth of indie-developed rogue-lites. ''Spelunky'' was developed by Derek Yu, who wanted to take the deep gameplay that is offered by roguelikes and combine it with the ease and pick-up-and-play of a platformer
A platformer (also called a platform game, and sometimes a jump 'n' run game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels wi ...
. The result was a platform game incorporating the notion of permadeath in which the player takes an explorer character through randomly-generated caves. The intent was to create "deep" gameplay in which the game could be replayed over and over again, with the randomly generated situations driving the need for the player to develop novel, emergent strategies on the fly. Developer Jason Rohrer
Jason Rohrer (born November 14, 1977) is an American computer programmer, writer, musician, and game designer. He publishes most of his software into the public domain (public-domain software) and charges for versions of his games distributed ...
stated that ''Spelunky'' "totally revamped my thinking about single-player videogame design". Edmund McMillen, the developer of '' The Binding of Isaac'' (2011), and Kenny and Teddy Lee, the co-developers of '' Rogue Legacy'' (2012), credit Yu's approach with ''Spelunky'' as showing how to distill down the nature of a traditional roguelike to apply it to other gaming genres which they had done for their rogue-lites. Justin Ma and Matthew Davis, the co-developers of '' FTL: Faster Than Light'' (2012), credited both ''Weird Worlds: Return to Infinite Space'' and ''Spelunky'' as part of their influence for ''FTL''. All of these games earned critical praise, and their success has led to a more modern resurgence in rogue-lites since their release.
The newfound success in rogue-lites is considered part of a larger trend in those that play both board and computer games, looking for "rich play experiences", as described by ''100 Rogues'' developer Keith Burgun, that more popular titles may not always offer. David Bamguart of Gaslamp Games stated that there is a thrill of the risk inherent in rogue-lites with random generation and permadeath, helping the player become more invested in the fate of their player character: "The deadly precariousness inherent to the unknown environments of roguelikes gives that investment a great deal of meaning." Additionally, many of these newer rogue-lites strive to address the apparent high difficulty and ruthlessness that traditional roguelikes were known for, and newer players will be able to find more help through user-generated game guides and walkthroughs made possible through wide Internet accessibility. Fabien Fischer offers that players have taken to independently developed rogue-lites as they have tired from "superficial gameplay, whitewashing spectacle, the content craze, and Skinner Box design" in titles produced by AAA developers and publishers.
McMillen of ''The Binding of Isaac'' said that including roguelike elements into other game mechanics can be difficult due to the complex interfaces roguelikes tend to have, but eventually "it becomes an increasingly beautiful, deep, and everlasting design that allows you to generate a seemingly dynamic experience for players, so that each time they play your game they're getting a totally new adventure". Procedural-generated world lets developers create many hours worth of game content without spending resources on designing detailed worlds.
Examples of successful games that have integrated roguelike components into other genres include:
* ''Dead Cells
''Dead Cells'' is a 2018 roguelike-Metroidvania game developed by Motion Twin and Evil Empire (company), Evil Empire, and published by Motion Twin. The player takes the role of an amorphous creature called the Prisoner. As the Prisoner, the pla ...
'', a roguelike incorporated with Metroidvania
Metroidvania is a sub-genre of action-adventure games and/or platformers focused on Nonlinear gameplay, nonlinear exploration and guided progression with a need to acquire key items to enter certain areas. The term is a blend word, partial blend ...
-style of platform games
* '' Slay the Spire'', bringing roguelike progression to a deck building game
* '' Crypt of the Necrodancer'' which uses a rhythm game
Rhythm game or rhythm action is a genre of music-themed action video game that challenges a player's sense of rhythm. Games in the genre typically focus on dance or the simulated performance of musical instruments, and require players to pres ...
-style approach in a roguelike dungeon
* '' Enter the Gungeon'' which establishes roguelike progression in a shoot 'em up
Shoot 'em ups (also known as shmups or STGs) are a Video game genre, subgenre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain typ ...
* '' Vampire Survivors'', a minimalistic roguelike shoot 'em up
Shoot 'em ups (also known as shmups or STGs) are a Video game genre, subgenre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain typ ...
.
''Hades
Hades (; , , later ), in the ancient Greek religion and Greek mythology, mythology, is the god of the dead and the king of the Greek underworld, underworld, with which his name became synonymous. Hades was the eldest son of Cronus and Rhea ...
'', a roguelite action role-playing game
An action role-playing game (often abbreviated action RPG or ARPG) is a video game genre that combines core elements from both the action game and Role-playing video game, role-playing game genres.
Definition
Action role-playing games empha ...
, was built to strongly incorporate elements of non-linear narrative into the game, giving the reason for the player to continually delve into replaying the game, and helped to draw in players to the roguelike genre that otherwise had been put off by its high difficulty level before.
Community
The roguelike genre has developed with the expansion of both classical roguelikes and rogue-lite titles, a dedicated fan community has come about to not only discuss games within it but to craft their own tales of near-death adventures or amusing stories in roguelikes. Within this community, there is strong interest in developing roguelikes. The 7 Day Roguelike challenge (7DRL) was born out of a USENET
Usenet (), a portmanteau of User's Network, is a worldwide distributed discussion system available on computers. It was developed from the general-purpose UUCP, Unix-to-Unix Copy (UUCP) dial-up network architecture. Tom Truscott and Jim Elli ...
newsgroup in 2005 for roguelike developers, informally challenging them to create the core of a novel roguelike within 7 days to be submitted for judging and play by the public. The competition has continued annually each year, since growing from 5–6 entries in 2005 to over 130 in 2014. In the spirit of the 2008 International Roguelike Conference, the "Roguelike Celebration" was held for the first time in September 2016 in San Francisco where several past and present roguelike developers gathered to discuss the history and future direction of the genre. It has since been organized again in 2017, 2018 and 2019 in San Francisco, and as virtual events in 2020, 2021, 2022, 2023 and 2024.
See also
* List of roguelikes
*Multi-user dungeon
A multi-user dungeon (MUD, ), also known as a multi-user dimension or multi-user domain, is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-based or storybo ...
(MUD)
* Random dungeon
* Roguelike deck-building game
References
Citations
General and cited sources
*
External links
rec.games.roguelike Usenet hierarchy
at Google Groups
Google Groups is a service from Google that provides discussion groups for people sharing common interests. Until February 2024, the Groups service also provided a gateway to Usenet newsgroups, both reading and posting to them, via a shared user ...
Roguebasin
– The Roguelike information wiki
@Play
– A column about roguelikes and their various aspects by John Harris at GameSetWatch.
Roguelike Roundup
at Kuro5hin
Kuro5hin (K5; read "corrosion") was a collaborative discussion website founded by Rusty Foster in 1999, having been inspired by Slashdot. Articles were created and submitted by users and submitted to a queue for evaluation. Site members cou ...
7 Day Roguelikes
{{VideoGameGenre
Video game genres