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===Rogue-lites and procedural death labyrinths=== <span class="anchor" id="Rogue-lites and procedural death labyrinths"></span> [[File:Abyss Odyssey - Screenshot 06.jpg|thumb|upright=1.2|''[[Abyss Odyssey]]'' combines roguelike elements with [[beat 'em up]] gameplay.]] 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]]s or [[platform game|platformers]].<ref>{{cite web | url = http://www.destructoid.com/review-risk-of-rain-265467.phtml | title = Cloudy with a chance of being eviscerated | first = Darren | last = Nakamura | date = November 14, 2013 | access-date = November 18, 2013 | work = [[Destructoid]] | archive-date = November 17, 2013 | archive-url = https://web.archive.org/web/20131117063435/http://www.destructoid.com/review-risk-of-rain-265467.phtml | url-status = live }}</ref><ref>{{cite web | url = http://za.ign.com/the-binding-of-isaac-rebirth/97192/feature/the-evolution-of-the-roguelike | title = The Evolution of the Roguelike | first = Jack | last = Forde | date = January 21, 2016 | access-date = January 22, 2016 | work = [[IGN]] | archive-date = January 22, 2016 | archive-url = https://web.archive.org/web/20160122163619/http://za.ign.com/the-binding-of-isaac-rebirth/97192/feature/the-evolution-of-the-roguelike | url-status = live }}</ref> Other titles deriving from roguelike games are based on the observation that the traditional roguelikes are difficult with a steep [[learning curve]], 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.<ref name="ieee insight">{{cite web | url = http://insight.ieeeusa.org/insight/content/views/371703 | title = Going Rogue: A Brief History of the Computerized Dungeon Crawl | first = Nathan | last = Brewer | date = July 7, 2016 | access-date = September 15, 2016 | work = Insights | publisher = [[IEEE]] USA | url-status = dead | archive-url = https://web.archive.org/web/20160919020229/http://insight.ieeeusa.org/insight/content/views/371703 | archive-date = September 19, 2016 | df = mdy-all }}</ref> 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.<ref>{{cite web | url = https://www.rockpapershotgun.com/2016/09/14/what-is-a-roguelike/ | title = Roguelike, Roguelikelike, Roguelikelikelike, Or Rogue? | first = Alice | last = O'Conner | date = September 14, 2016 | access-date = September 14, 2016 | work = [[Rock Paper Shotgun]] | archive-date = September 15, 2016 | archive-url = https://web.archive.org/web/20160915174253/https://www.rockpapershotgun.com/2016/09/14/what-is-a-roguelike/ | url-status = live }}</ref> 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.<ref>{{cite web | url = https://www.pcgamer.com/people-who-argue-about-the-definition-of-roguelikes-are-annoying-but-what-if-theyre-right/ | title = People who argue about the definition of roguelikes are annoying, but what if they're right? | first = Luke | last = Winkie | date = June 6, 2021 | access-date = June 6, 2021 | work = [[PC Gamer]] | archive-date = June 7, 2021 | archive-url = https://web.archive.org/web/20210607021359/https://www.pcgamer.com/people-who-argue-about-the-definition-of-roguelikes-are-annoying-but-what-if-theyre-right/ | url-status = live }}</ref> 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.<ref>{{cite web | url = http://penny-arcade.com/report/article/what-the-hell-is-a-roguelike-we-try-to-hash-out-a-definition | title = What the hell is a roguelike? We try to hash out a definition | first1 = Ben | last1 = Kuchera | first2 = Andrew | last2 = Groen| date = May 13, 2013 | access-date = July 1, 2013 | work = [[Penny Arcade Report]] |archive-url = https://web.archive.org/web/20130607061437/http://penny-arcade.com/report/article/what-the-hell-is-a-roguelike-we-try-to-hash-out-a-definition |archive-date = June 7, 2013}}</ref> 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.<ref>{{cite web | url = https://www.gamedeveloper.com/business/on-procedural-death-labyrinths | title = On Procedural Death Labyrinths | first = Lars | last = Doucet | date = December 3, 2013 | access-date = March 5, 2014 | work =[[Game Developer (website)|Game Developer]] | archive-date = January 22, 2014 | archive-url = https://web.archive.org/web/20140122123259/http://gamasutra.com/blogs/LarsDoucet/20131203/206159/On_Procedural_Death_Labyrinths.php | url-status = live }}</ref><ref>{{cite web | url = http://www.destructoid.com/procedural-death-jam-cites-spelunky-and-ftl-as-influences-271396.phtml | title = Procedural Death Jam cites Spelunky and FTL as influences | work = [[Destructoid]] | date = March 3, 2014 | access-date = March 5, 2014 | first = Darren | last = Nakamura | archive-date = March 5, 2014 | archive-url = https://web.archive.org/web/20140305205436/http://www.destructoid.com/procedural-death-jam-cites-spelunky-and-ftl-as-influences-271396.phtml | url-status = live }}</ref> 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.<ref name="hcg roguelite">{{cite web | url = https://hardcoregamer.com/2013/07/06/what-separates-a-roguelike-from-a-roguelite/47151/ | title = What Separates a Roguelike from a Roguelite? | first = Ethan | last = Hawkes | date = July 6, 2013 | access-date = December 21, 2020 | work = [[Hard Core Gamer]] | archive-date = November 12, 2020 | archive-url = https://web.archive.org/web/20201112015103/https://hardcoregamer.com/2013/07/06/what-separates-a-roguelike-from-a-roguelite/47151/ | url-status = live }}</ref> 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 (video games)|boss fight]], such as ''Rogue Legacy''.<ref name="bycer book">{{cite book | title = Game Design Deep Dive - Roguelikes | first1 = Joshua | last1 =Bycer | publisher = [[CRC Press]] | year = 2021 | isbn = 9781000362046 | chapter = Chapter 9: The Roguelike Confusion }}</ref> Associated with their short length, many rogue-lites feature a [[metagaming|metagame]], 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.<ref>{{cite web | url = http://www.pastemagazine.com/articles/2015/07/before-spelunky-and-ftl-there-was-only-ascii.html | title = Before Spelunky and FTL, There Was Only ASCII | first = Mark | last = Johnson | date = July 22, 2015 | access-date = July 31, 2015 | work = [[Paste (magazine)|Paste]] | archive-date = July 28, 2015 | archive-url = https://web.archive.org/web/20150728171247/http://www.pastemagazine.com/articles/2015/07/before-spelunky-and-ftl-there-was-only-ascii.html | url-status = live }}</ref><ref>{{cite web | url = https://www.theguardian.com/games/2021/oct/11/modern-video-game-genres-explained-metroidvania-dungeon-crawler | title = Dungeon crawler or looter shooter? Nine video game genres explained | first = Keith | last = Stuart | date = October 11, 2021 | access-date = October 12, 2021 | work = [[The Guardian]] | archive-date = October 11, 2021 | archive-url = https://web.archive.org/web/20211011155938/https://www.theguardian.com/games/2021/oct/11/modern-video-game-genres-explained-metroidvania-dungeon-crawler | url-status = live }}</ref> 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.<ref name="bycer book"/> Several rogue-lites feature daily challenges, in which a preset [[random seed]] 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.<ref>{{cite web | url = http://kotaku.com/more-games-need-daily-challenge-modes-1740109783 | title = More Games Need Daily Challenge Modes | first = Patrick | last = Klepeck | date = November 2, 2015 | access-date = November 4, 2015 | work = [[Kotaku]] | archive-date = November 3, 2015 | archive-url = https://web.archive.org/web/20151103150528/http://kotaku.com/more-games-need-daily-challenge-modes-1740109783 | url-status = live }}</ref> 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]]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)|Diablo]]'' series, ''[[ToeJam & Earl]]'', and ''[[Dwarf Fortress]]'', the latter of which retains the classic ASCII art-approach to gameplay as traditional roguelikes.<ref name="usgamer guide"/><ref name="ks ascii art"/> ''[[Ars Technica]]'' 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".<ref name="arstech 2020"/>
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