On Roguelikes

Am a big fan of the computer game genre of roguelikes and this page is dedicated to them. This page became longer than I originally anticipated, so have added a contents section.

Contents

  1. What are "roguelikes"?
  2. Why roguelikes?
  3. Stuff I play
  4. Roguelike recommendations
  5. Stories
  6. The Philosophy of Roguelikes

What are "roguelikes"?

Roguelikes are computer games inspired by an 80's game called "Rogue", with the following defining characteristics:
  1. Permaconsequence, commonly lumped under Permadeath: There is no Savegame. Just like real life. You are your player. The game is over once your character dies. There is absolutely nothing you can do about it.
  2. Turn and tile based: Basically both space and time are quantized into discrete values. Simplification of space (the game world) allows much more range in content and turn based throws out twitch/reaction based gameplay and allows greater use of strategy and tactics.
  3. Procedural generation: The above 2 points means that you can generate a wide variety of content and have to generate a wide variety of content if the character keeps dying on you.

(Note: the above is a simplified view, we can spend all day ranting about how the market is flooded with roguelites that bill themselves as roguelikes and whether the Berlin interpretation is too loose, but this is an introduction for people who are not aware of roguelikes at all)

Roguelikes come in command line versions and graphic tile versions (which are functionally the same), so let me stop you before you go about imagining Witcher 3 like gameplay. Actually, you know what, that imagination is the key here, so do go about imaging Witcher 3 like graphics because your brain is the GPU and the 4k HD monitor here. I prefer the ASCII (or other codes such as IBM CP437) versions myself, as it gets out of your way.
Angband
Some example screenshots from roguelikes. Can run on a toaster, better gameplay than Crysis.

Why roguelikes?

So, graphics are not a strong point of roguelikes and they are extremely difficult to beat as you die all the time, then why exactly do we play them? For one, these constraints make for an amazing gameplay experience. By this we mean several things: Look into the "Stories" and "Philosophy of Roguelikes" to understand more.

Roguelikes come in a bunch of flavours, though historically they are focused on lore from "Lord of the Rings" with an healthy dose of "Dungeons and Dragons". These days, we have everything from space themed to zombie apocalypse survival simulators.

Stuff I play

Have been playing roguelikes on-off since 2015.

Currently Angband (80%), with a smattering of Dwarf Fortress Adventure mode (10%) and C:DDA (10%).

My Angband ladder where I upload my decent characters. Mind you, this is just the tip of the spear, countless forgotten heroes are lost in Angband. This is after 2 years of regular playing. I am getting better at this though.

Have dabbled with many roguelikes in the past, before settling on this routine; thing is you need to keep playing one to get better at it, so have picked Angband as my daily driver so to speak.

Roguelike Recommendations

  1. Angband
  2. Dwarf Fortress
  3. CDDA
  4. Sil
  5. DoomRL
  6. Tales of Maj'Eyal
  7. Tome 2.3.5
  8. Nethack
More details soon!!!

Stories

While you will find a bunch of stories online, the best stories are the ones you experience firsthand. Following are some of the !fun! incidents that occured to me, maybe you'll find them a motivation to go make your own. Coming soon!!!

The Philosophy of Roguelikes

I personally consider roguelikes as a great life lesson, learn real-world values while having fun!!! What follows here are some values or learnings that I think emerge from playing roguelikes.