Roguelikes: the Misnamed Genre
ZorbaTHut writes "I've been playing a lot of Dungeon Crawl: Stone Soup lately. It's a great example of a roguelike (and open source, too). But I can't stop thinking that perhaps 'roguelike' is the wrong term for the genre. 'Roguelikes aren’t about dungeons. They’re not about text-based graphics, or random artifacts, or permadeath. ... Roguelikes are about using an unpredictable toolkit with complex interactions in order to overcome unpredictable challenges.'"
"Roguelike" means "like Rogue", no more and no less. There's no need to try to seek some deeper meaning in there. If the game has top-down view, intricate RPG-like stats, but mostly consists of slaying things rather than heavy NPC interaction and advanced storyline, it's a roguelike. All of these are necessary components - e.g. Stonekeep is not a roguelike, because it's first-person.
As for the "new" definition in TFS/TFA, it's so vague as to be meaningless. Heck, it's broad enough to match contraption games (like Crazy Machines).
I know it is a joke, but the connection is there. The original rogue is vi-like, adopting the cursor keys of vi.