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.'"
Roguelikes are about incomprehensible control schemes utilizing every single key on your keyboard, twice!
To the rest of us, rougelikes are just that, clones of rogue. Clearly Star Trek isn't a roguelike, yet it's "about using an unpredictable toolkit with complex interactions in order to overcome unpredictable challenges.", no?
Just because you're paranoid doesn't mean they aren't out to get you
"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).
Its a dupe from an earlier submission that was not deemed fit to become a story
http://games.slashdot.org/submission/1543364/Roguelikes-The-Misnamed-Genre
So its actually someone writing a story and then spamming the slashdot submission to get it in here.
Sadly it's not better then the last time this sad story was submitted - can it please die - don't comment please.
Just saying it like it are.
Roguelikes don't have anywhere near enough roleplaying (none whatsoever, generally) to be RPGs. They're basically simple hack & slash games, but what makes them interesting is the tactical problem solving. You encounter a monster, swarm of monsters or other situation that's just too hard to overcome by your usual methods, so you need to think of something clever. You need to think, and you need time to think (which you don't have in an action game).
This is something all true roguelikes (nethack, moria, angband, adom) have in common. They are incredibly challenging and almost impossible to win. (I only managed to finish adom once through outrageous save scumming.) They require thinking and creativity. They need to be turn based and have a ridiculous number of options. They have to be fucking hard. It's about overcoming the challenges, not about experiencing some story (because there is none).
That the term "roguelike" is vague is a well-known fact, but there are definitions around much better than the one in the article: http://roguebasin.roguelikedevelopment.org/index.php?title=What_a_roguelike_is
The distinguishing features of roguelikes are random world generation, permadeath, complexity of item interaction, RPG-like stats, killing scores of monsters, grid-based motion, turn-based mechanics and arguably ASCII interface. A game may be a roguelike and not have all of these, but if it has, say, all but two, it is undoubtedly a roguelike.
The reasoning in the article that leads into calling "Super Smash Bros Brawl" a roguelike is just ludicrous. Of course there is no limit to how one can redefine a term, but one should not expect to be taken seriously after saying that every animal with four paws should be called a dog. Saying that "Super Smash Bros Brawl" is a roguelike because it is complex in some way goes against the common use of the word. The author of the article should find a different name for what he means.