My biggest problem with roguelikes is how unambitious they often are. This is changing, but when I got my start with them in the late 2000s, almost every RL followed the so-called
Berlin Interpretation, which sets out the most basic formula for an RL game. The problem is that there are so many games that do exactly this, and too many others that feel beholden to that formula and are afraid to break out from it (or worse, bow to their users' uneducated demands).
I think the most important thing to break out of is the structure and objective. For that matter, I think having an open world instead of a dungeon with levels is a much, much more interesting structure for a game.
Cataclysm: Dark Days Ahead absolutely nails this. It has an enormous amount of freedom and systems that feel appropriate in large part because it doesn't force you into proceeding down a dungeon with 26 levels.
Other good things to drop:
- Gimmicks and troll features (items that are solely bad and game ending are hard to define but something to avoid. Sokoban in NetHack is also a key example of a terrible gimmick)
- Extremely unintuitive control schemes and displays - using every letter of the keyboard and being case-sensitive about it, having to constantly go to other screens to see important info...
- Not having a theme, or choosing a very boring one. And no references! I've grabbed the Amulet of Yendor enough times already, stop remaking Rogue
I'm talking about just traditional roguelike RPGs here. In the last decade facets of the genre have entered many others, platformers in particular but also turn-based strategy.
It's worth thinking about how we can go beyond that and into more epic, longer-length games. This is the
main notion that RL developers need to break out of in my opinion - that your game should be beatable in 45 minutes, which is how long the longest RLs last in a winning run.
I refer you to one of my all-time favourite games,
Liberal Crime Squad. This is by the brothers who went on to make Dwarf Fortress, but they made sure to 'liberate' LCS first (no pun intended) under the GNU GPL. It's a terrorism simulator. By this I mean that most of the time is spent managing your activities, recruiting members and getting these members to do tasks to influence the political system. So it's a management game mixed with some on-the-ground action, which is often just talking to NPCs in different location, sneaking into places (disguise system) and more.
It's dripping with theme and hilarious, if somewhat offensive humour that honestly pokes fun at everyone. The community has worked on it from the late 00s onwards, with only a few people contributing code but countless people contributing ideas to what's already a masterpiece. ASCII, but supremely playable. A talented console programmer might be able to help make the Linux port a bit better
But more than that, you owe it to yourself to play it to see what a genuinely creative take on the RL is, a game that can last for in-game years. I'm not sure of the actual play length but I will say this - you can generally keep going after a severe failure, and this actually makes the game more interesting. So while you have permadeath, you are setting up from the beginning how you can have the LCS carry on even if the founder dies or worse, is turned into a Conservative. This is an interesting way to keep the thrill of permadeath but have more reasonable features around it, and may only really work in a grand strategy/management type game - but worth considering nonetheless, in addition to expanding the game's scope.
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