Roguelike games, sometimes also called roguelikes, are a type of turn-based role-playing game in which the player assuming the role of some character who is exploring a maze-like map (typically seen from above), and progresses through it identifying and picking up objects, discovering secrets, and so on. In roguelike games there is no persistent inventory, and everything the character finds will be ‘lost’ when they leave the map; instead, every item is stored in the Roguelike Game memory. They are very different from traditional inventory-limited RPGs. In fact, some people consider them to be a subset of RPGs, because they emphasize roguelite structure over traditional RPG structure. The reason why is because you are playing a completely new character, with almost no inventory, and exploring a new environment, while dealing with situations which are almost identical to those of traditional RPGs except that you’re not killing enemies and exploring an environment. Thus, roguelikes are less inventory-driven and more action-oriented.
The main characteristic of roguelikes is their extreme depth. Unlike most other RPGs, in Roguelikes the variety and complexity of the game world are extremely well-implemented; every feature of the game, from rooms to items, enemies to maps, is actually implemented as a system that can generate and react to any situation. For instance, in a game where you have found a dead body lying in a room you should investigate it further; upon discovery you’ll gain access to the corpse’s brain and find out that it contains a recording of your whole experience in that particular room, but since the recording isn’t user-friendly, it can be completely impossible to understand or even read. As you gain experience in that room, you’ll discover new things to do, and the recording will become clearer and more understandable, thus giving you access to all those hidden secrets of that specific game.
Another defining characteristic of roguelikes is their incredible depth of gameplay and how everything in them is generated and controlled in a way that guarantees a procedural code, which is a series of instructions, that turns an unknown set of rules (that determine the outcome of a game) into a real time sequence of events. In turn-based combat, the turn-based code is a series of computer instructions, which in a way gives you a pre-programmed set of rules that in theory allows you to determine when an attack should be made and what type of movement to make to succeed in that attack. However, in this system, all actions that you take are now logged in to the computer’s memory and can be manipulated later on using certain commands. If you fail in your attempt to achieve your goal, the computer now has a pre-emptive action prepared for that situation, in this case; if you continue your actions, the actions taken previously are now reversed and you have to start over again from the beginning. There is no room for improvisation or re-thinking.
In turn-based games, the level of the game is generated using a series of instructions that in theory, should be able to generate a level in real time without any outside influence. However, sometimes the generated ‘levels’ in roguelike games tend to be too random and chaotic that players are often left confused and unable to achieve their goal. The only viable solution here is the usage of certain ‘features’ that can help players achieve their goals much faster than they would be able to otherwise. One of these features is the use of enemies. When you battle against an enemy, your objective is to kill as many of them as you can without losing your current health, because you lose health when you are hit.
Although roguelike games generally have enemies who are always advancing towards you and trying to kill you, often times they don’t have very well-defined roles; sometimes you are just a generic ‘monster’. Therefore, one of the key requirements that good roguelike game needs is a strong narrative. Without strong characters, it becomes difficult for the player to control the flow of the game and decide on what action to take at every given point in the narrative.
In contrast, text-based roguelike video games employ procedural generation to create more interesting game play. Here, each character in the game has a basic set of skills which can be improved using skill points. For example, when you first start off in a game of rogue, you might not have any skills at all. If you want to improve these skills, you have two options – you could either level up your character or purchase skill points from a shop. These skills can then be improved by spending more money or by reading books and articles about them.
Most roguelikes are single player – the game is played by one individual. However, there are also multiplayer roguelikes which pit one player against the others in a race to reach the end of the map. The player can switch between different players during play. There is a lot of variety in terms of game play and the different levels offer a challenge to those who have mastered the different stages.
Some roguelike games have also been converted into video games. The most notable of these video game versions are the Super Roguelike Wii and the pixel storm series. The newest in the series is pixel storm Vegas, which is very similar to the popular roguelike games of the past. In fact, the idea of combining the two gaming genres came from a game called dungeon crawler. dungeon crawler was an interactive text-based Roguelike video game where the player had to move through the maze to complete the game. The arcade version of the game is also a Roguelike game.