Roguelike

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A roguelike is a member of the role-playing video game genre that borrows its name and gameplay elements from the 1980 computer game Rogue. Superficially, a roguelike is a two-dimensional dungeon crawl with a high degree of randomness and an emphasis on statistical character development. Though traditionally featuring a text user interface, many such games utilize graphic tiles to overcome character set limitations.[1]

Contents

[edit] History

See also: Chronology of roguelike video games

Some features of Rogue existed in earlier games, notably: Adventure (1975), Dungeon (1975), and several written for the PLATO system, such as the multi-user games dnd (1975) and Moria (1975). Both dnd and Moria utilized limited graphics. Moria offered a primitive first-person, three-dimensional view,[2] while dnd presented a top-down map view similar to Rogue.

Most of these earlier games scripted scenarios in advance that varied little from one play session to the next.[citation needed] In Rogue and Moria, the dungeon is randomly regenerated when the player begins, creating a new challenge each time.

Hack was inspired by Rogue which in turn led to its modern day descendant Nethack and still being actively updated.

[edit] Gameplay

These games present a plan view. Traditionally, an "@" sign represents the player character. Letters of the alphabet represent other characters (usually opposing monsters). Rogue itself only made use of capital letters, but present-day roguelikes vary capitalization to supply additional visual cues. A dog, for example, may be represented by the letter "d", and a dragon by a "D". Coloration may signal further distinction between creatures. For example, a Red Dragon might be represented by a red "D" and a Blue Dragon by a blue "D", each of differing abilities significant to player strategy. Additional dungeon features are represented by other ASCII (or ANSI) symbols. A traditional sampling follows.

 ------                             -  Wall                           
 |....|      ############           #  Unlit hallway
 |....|      #          #           .  Lit area
 |.$..+########         #           $  Some quantity of gold
 |....|       #      ---+---        +  A door
 ------       #      |.....|        |  Wall
              #      |.!...|        !  A magic potion
              #      |.....|
              #      |..@..|        @  The adventurer
   ----       #      |.....|
   |..|       #######+..D..|        D  A dragon
   |<.+###    #      |.....|        <  Stairs to a higher level
   ----  #    #      |.?...|        ?  A magic scroll
         ######      -------

Graphical adaptations are available for most early roguelikes, and it is not uncommon for new development projects to adopt a graphical user interface.

Players issue game commands with at most a few keystrokes, rather than with simple sentences interpreted by a parser or by means of a pointing device such as a mouse. For example, in NetHack one would press "r" to read a scroll, "d" to drop an item, and "q" to quaff (drink) a potion.

[edit] Features

  • Roguelike games randomly generate dungeon levels; though they may include static levels as well. Generated layouts typically incorporate rooms connected by corridors, some of which may be preset to a degree (e.g., monster lairs or treasuries). Open areas or natural features, like rivers, may also occur.
  • The identity of magical items varies across games. Newly discovered objects only offer a vague physical description, with purposes and capabilities left unstated. For example, a "bubbly" potion might heal wounds one game, then poison the player character in the next. Items are often subject to alteration, acquiring specific traits, such as a curse, or direct player modification.
  • The combat system is turn-based instead of real-time. Gameplay is usually step-based, where player-performed actions 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.
  • Most are single-player games. On multi-user systems, scoreboards are often shared between players. Some roguelikes allow traces of former player characters to appear in later game sessions in form of ghosts or grave markings. Multi-player derivatives such as TomeNET, MAngband, and Crossfire do exist and are playable online.
  • Roguelikes traditionally implement permanent death ("permadeath"). Once a character dies, the player must begin a new game. 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 manipulating stored game data ("save scumming"), an act that may be considered cheating.

[edit] Notable examples

See also: Chronology of roguelike video games

[edit] Modern roguelikes

[edit] Classic roguelikes

[edit] Popularity


Many online communities dedicate themselves to roguelike games, most notably the rec.games.roguelike Usenet hierarchy.

[edit] Legacy

The graphical action role-playing game Diablo bears a premise similar to that of Rogue: players slash their way through increasingly difficult monsters and attain treasure while traversing deeper into randomly-generated dungeons to complete quests. As such, some refer to Diablo as a roguelike despite wide differences in actual gameplay.

[edit] See also

[edit] References

  1. ^ Damjan Jovanovic (2005-01-13). "Roguelike Development FAQ". Retrieved on 2006-11-29.
  2. ^ Fun with PLATO

[edit] Sources

[edit] External links

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