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* VideoGame/FTLFasterThanLight: An example of the "roguelikes crossed with another type of game" subgenre (in this case, sci-fi ship-to-ship dogfighting), the game allows you to make descisions based around fighting, diplomacy-ing, or just flat-out running as fast as possible to the goal to win.
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A RogueLike is a specific kind of RPG that is built on the philosophy of YOLO: You Only Live Once. When your character dies, they're sent right back to square one to start all over.

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A RogueLike is a specific kind of RPG that is built on the philosophy of YOLO: You Only Live Once. When your character dies, they're sent right back to square one to start all over.
over, and the levels rearrange themselves to prevent memorization.
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* RPGsEqualCombat: Nobody plays a Rogelike for the story beats. They're purely focused on a primary gameplay loop of fight-loot-advance.

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* RPGsEqualCombat: Nobody plays a Rogelike for the story beats. They're purely focused on a primary gameplay loop of fight-loot-advance.fight-loot-advance-repeat.
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The specific type of RPG (that is, action or turn-based) doesn't really matter, although modern Roguelikes are often ThreeQuarterView / [[Isometric Projection isometric]] ARPG's that build a unique level room-by-room as the player progresses.

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The specific type of RPG (that is, action or turn-based) doesn't really matter, although modern Roguelikes are often ThreeQuarterView ThreeQuartersView / [[Isometric Projection [[IsometricProjection isometric]] ARPG's that build a unique level room-by-room as the player progresses.
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The specific type of RPG (that is, action or turn-based) doesn't really matter, although modern Roguelikes are often isometric ARPG's that build a unique level room-by-room as the player progresses.

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The specific type of RPG (that is, action or turn-based) doesn't really matter, although modern Roguelikes are often isometric ThreeQuarterView / [[Isometric Projection isometric]] ARPG's that build a unique level room-by-room as the player progresses.
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The specific type of RPG (that is, action or turn-based) doesn't really matter, although modern Roguelikes are often ARPG's that build a unique level room-by-room as the player progresses.

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The specific type of RPG (that is, action or turn-based) doesn't really matter, although modern Roguelikes are often isometric ARPG's that build a unique level room-by-room as the player progresses.




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* YetAnotherStupidDeath: As mentioned above, older Roguelikes delighted in {{Ass Pull}}ing cheap deaths like a KillerDM who had to foot the pizza bill. Most modern Roguelikes will make it so that the only person you can blame a failed run on is yourself.
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* TheManyDeathsOfYou: Fell down a pit or stepped in a trap, or just got beaten into poo by a [[{{Mooks}} mook]]. Or mainlined too much Chaos magic and melted. Or made one too many [[DealWithTheDevil trades with the shopkeeper demon]] and got DraggedOffToHell. Or got drunk, vomited while asleep, and drowned. The potential for YetAnotherStupidDeath to claim a character is endless.

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* TheManyDeathsOfYou: Fell down a pit or stepped in a trap, or just got beaten into poo by a [[{{Mooks}} mook]]. Or mainlined too much Chaos magic and melted. Or made one too many [[DealWithTheDevil trades with the shopkeeper demon]] demon shopkeeper]] and got DraggedOffToHell. Or got drunk, vomited while asleep, and drowned. The potential for YetAnotherStupidDeath to claim a character is endless.
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* ''VideoGame/{{Rogue}}'': The great grandpappy, against which all others are measured. It's the TropeNamer: "roguelikes" are "like ''Rogue.''" An ASCII graphics DungeonCrawler RPG that pioneered having a FinalDeath.

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* ''VideoGame/{{Rogue}}'': The great grandpappy, against which all others are measured. It's the TropeNamer: "roguelikes" are "like ''Rogue.''" An ASCII graphics DungeonCrawler RPG that pioneered having a FinalDeath.FinalDeath and randomly-generated everything.
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* ''VideoGame/{{Rogue}}'': The great grandpappy, against which all others are measured. An ASCII graphics DungeonCrawler RPG that pioneered having a FinalDeath.

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* ''VideoGame/{{Rogue}}'': The great grandpappy, against which all others are measured. It's the TropeNamer: "roguelikes" are "like ''Rogue.''" An ASCII graphics DungeonCrawler RPG that pioneered having a FinalDeath.
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Be sure to check out So You Want To SoYouWantTo/WriteAStory for writing advice in general, So You Want To SoYouWantTo/WriteAnRPG for advice on writing RPG's specifically. Since Roguelikes don't have a hard-and-fast genre as much as they do a set style, you might want to check out our tips for writing a certain kind of story (ex, Fantasy, Sci-Fi, etc).

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Be sure to check out So You Want To SoYouWantTo/WriteAStory for writing advice in general, and So You Want To SoYouWantTo/WriteAnRPG for advice on writing RPG's specifically. Since Roguelikes don't have a hard-and-fast genre as much as they do a set style, set-style, you might want to check out our tips for writing a certain kind of story (ex, Fantasy, Sci-Fi, etc).
etc) to inform this direction.

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* VideoGame/TheBindingOfIsaac: Grim, ReligiousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game. By completing certain criteria, you unlock new characters with new playstyles.

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* VideoGame/TheBindingOfIsaac: Grim, ReligiousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game. By completing certain criteria, you unlock new characters with new playstyles. This is what most people think of when they hear the term "Roguelike."



!!'''The Epic Fails'''

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!!'''The Epic Fails'''Fails'''
* Like its cousin the Soulslike, it's not so much that good roguelikes are especially rare, but the mediocre makes up the majority of the entries. Since roguelike is such a popular genre, it takes a good one to rise above the rest.
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!!'''Honourable Mentions'''

* ''VideoGame/{{Rogue}}'': The great grandpappy, against which all others are measured. An ASCII graphics DungeonCrawler RPG that pioneered having a FinalDeath.
* ''VideoGame/{{ADOM}}'': An evolution of the classic roguelike formula, ''Ancient Domains of Mystery'' actually has an extensive story revolving around defeating the machinations of Chaos. While it doesn't have a MacroGame with persistent upgrades, it has an evolving trait system revolving around your character's Chaos Corruption stat.
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* TheManyDeathsOfYou: Fell down a pit or stepped in a trap, or just got beaten into poo by a [[{{Mooks}} mook]]. Or mainlined too much Chaos magic and melted. Or made one too many [[DealWithTheDevil trades with the shopkeeper demon]] and got DraggedOffToHell. The potential for YetAnotherStupidDeath to claim a character is endless.

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* TheManyDeathsOfYou: Fell down a pit or stepped in a trap, or just got beaten into poo by a [[{{Mooks}} mook]]. Or mainlined too much Chaos magic and melted. Or made one too many [[DealWithTheDevil trades with the shopkeeper demon]] and got DraggedOffToHell. Or got drunk, vomited while asleep, and drowned. The potential for YetAnotherStupidDeath to claim a character is endless.
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None


The specific kind of RPG (that is, action or turn-based) doesn't really matter, although modern Roguelikes are often ARPG's that build a unique level room-by-room as the player progresses.

to:

The specific kind type of RPG (that is, action or turn-based) doesn't really matter, although modern Roguelikes are often ARPG's that build a unique level room-by-room as the player progresses.
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* Once you've nailed down your aesthetic, peices of equipment for your character sheet (hats, armor, gloves, etc) that give the player an edge. Maybe try giving equipment that has a NescessaryDrawback. Shoes with heelies that extend your dodge, a hat that causes friendly maggots to spawn from your kills, or a vest that halves your fire damage while doubling your ice damage, that kind of thing.

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* Once you've nailed down your aesthetic, peices of equipment for your character sheet (hats, armor, gloves, etc) that give the player an edge. Maybe try giving equipment that has a NescessaryDrawback.NecessaryDrawback. Shoes with heelies that extend your dodge, a hat that causes friendly maggots to spawn from your kills, or a vest that halves your fire damage while doubling your ice damage, that kind of thing.
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A Roguelike is a specific kind of RPG that is built on the philosophy of YOLO: You Only Live Once. When your character dies, they're sent right back to square one to start all over.

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A Roguelike RogueLike is a specific kind of RPG that is built on the philosophy of YOLO: You Only Live Once. When your character dies, they're sent right back to square one to start all over.
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* PowerAtAPrice: While a player might want an invulnerable hero, just as many will want a GlassCannon build with one HP but a fireball spell that leaves a fallout zone. Remember: The best ''de''fense is a good ''of''fense

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* PowerAtAPrice: While a player might want an invulnerable hero, just as many will want a GlassCannon build with one HP but a fireball spell that leaves a fallout zone. Remember: The best ''de''fense is a good ''of''fense
''of''fense.

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* Perserverance in the case of seeming futility.
* WasItReallyWorthIt: After getting squished into pulp over and over, climbing to a slightly higher rung in the ladder, you've finally gotten to the end and killed the [[BigBad BBEG]]... Now what? Every time you blink you see an old trauma, and hear your own dying scream when its quiet. Wouldn't you have rather stayed home?



* HaveANiceDeath: With death being on the menu so much, it's inevitable that your players will get repeatedly murderized. A little bit of levity goes a long way.
* Perserverance in the case of seeming futility.


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* HaveANiceDeath: With death being on the menu so much, it's inevitable that your players will get repeatedly murderized.[synonymn for "being crushed"] into [synonymn for "thick paste"]. A little bit of levity goes a long way.
* Perserverance in the case of seeming futility.

PowerAtAPrice: While a player might want an invulnerable hero, just as many will want a GlassCannon build with one HP but a fireball spell that leaves a fallout zone. Remember: The best ''de''fense is a good ''of''fense




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* Once you've nailed down your aesthetic, peices of equipment for your character sheet (hats, armor, gloves, etc) that give the player an edge. Maybe try giving equipment that has a NescessaryDrawback. Shoes with heelies that extend your dodge, a hat that causes friendly maggots to spawn from your kills, or a vest that halves your fire damage while doubling your ice damage, that kind of thing.
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* Again, tailor or mix as you like. Some older Roguelikes had {{ASCII}} "graphics," representing your character with an "@" symbol and monsters by their first initial. The trend has been to move away from this, however.

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* Again, tailor or mix as you like. Some older Roguelikes had {{ASCII}} ASCIIArt "graphics," representing your character with an "@" symbol and monsters by their first initial. The initial, although the trend has been to move away from this, however.
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* Again, tailor or mix as you like. Some older Roguelikes had {{ASCII]] "graphics," representing your character with an "@" symbol and monsters by their first initial. The trend has been to move away from this, however.

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* Again, tailor or mix as you like. Some older Roguelikes had {{ASCII]] {{ASCII}} "graphics," representing your character with an "@" symbol and monsters by their first initial. The trend has been to move away from this, however.
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* TheManyDeathsOfYou: Fall down a pit or step in a trap, or just got beaten into poo by a [[{{Mooks}} mook]]. Or mainlined too much Chaos magic and melted. Or made one too many [[DealWithTheDevil trades with the shopkeeper demon]] and got DraggedOffToHell.

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* TheManyDeathsOfYou: Fall Fell down a pit or step stepped in a trap, or just got beaten into poo by a [[{{Mooks}} mook]]. Or mainlined too much Chaos magic and melted. Or made one too many [[DealWithTheDevil trades with the shopkeeper demon]] and got DraggedOffToHell.
DraggedOffToHell. The potential for YetAnotherStupidDeath to claim a character is endless.



* A trend has emerged of fusing Roguelike elements to different kinds of games. FPS is common, but RTS's, for example, are kind of hard to do since they focus on entire armies, rather than one person who's been set up to fail.

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* A trend has emerged of fusing Roguelike elements to different kinds of games. FPS is common, but RTS's, for example, are kind of hard to do since they focus on entire armies, rather than one person who's been set up to fail. \n Like Soulslikes, you're focusing on one poor schmuck getting mashed into chutney over and over, instead of an army.



* Weapons flavoured to the genre of game you're making

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* Weapons flavoured to the genre of game you're making
making. Hell, mix-and-match, and have a foolish Samurai warrior weilding a shotgun and hand grenades instead of, or in addition to, a magic sword.





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\n* Again, tailor or mix as you like. Some older Roguelikes had {{ASCII]] "graphics," representing your character with an "@" symbol and monsters by their first initial. The trend has been to move away from this, however.
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\n* Perserverance in the case of seeming futility.




* A DeathSeeker or someone with RessurectiveImmortality for the protagonist.

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* A DeathSeeker or someone with RessurectiveImmortality ResurrectiveImmortality for the protagonist.




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* VideoGame/{{Hades}}: Explains why the protagonist can't die (he's the literal son of the Greek god and goddess of death) and why he's willing to get mulched into goo over and over ([[IHateYouVampireDad annoying his father]]).
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* A DeathSeeker or someone with RessurrectiveImmortality for the protagonist.

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* A DeathSeeker or someone with RessurrectiveImmortality RessurectiveImmortality for the protagonist.
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* TheManyDeathsOfYou: Fall down a pit or step in a trap, or just get beaten into poo.

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* TheManyDeathsOfYou: Fall down a pit or step in a trap, or just get got beaten into poo.
poo by a [[{{Mooks}} mook]]. Or mainlined too much Chaos magic and melted. Or made one too many [[DealWithTheDevil trades with the shopkeeper demon]] and got DraggedOffToHell.
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* TheManyDeathsOfYou: Fall down a pit or step in a trap, or just get beaten into poo.





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\n* ChaosArchitecture: Most Roguelike dungeons change, often drastically, between each playthrough.





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\n* Weapons flavoured to the genre of game you're making






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\n\n* A DeathSeeker or someone with RessurrectiveImmortality for the protagonist.




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* You'd better get someone ready to die over and over again.
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* VideoGame/TheBindingOfIsaac: Grim, ReligiousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game.

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* VideoGame/TheBindingOfIsaac: Grim, ReligiousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game.
game. By completing certain criteria, you unlock new characters with new playstyles.
Is there an issue? Send a MessageReason:
None


* VideoGame/TheBindingOfIsaac: Grim, ReligeousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game.

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* VideoGame/TheBindingOfIsaac: Grim, ReligeousHorror-flavoured ReligiousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game.
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* VideoGame/TheBindingOfIssac: Grim, ReligeousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game.

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* VideoGame/TheBindingOfIssac: VideoGame/TheBindingOfIsaac: Grim, ReligeousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game.
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* TheBindingOfIssac: Grim, ReligeousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game.

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* TheBindingOfIssac: VideoGame/TheBindingOfIssac: Grim, ReligeousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game.
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A Roguelike is a specific kind of RPG that is built on the philosophy of YOLO: You Only Live Once. When your character dies, they're sent right back to square one to start all over.

The specific kind of RPG (that is, action or turn-based) doesn't really matter, although modern Roguelikes are often ARPG's that build a unique level room-by-room as the player progresses.

Be sure to check out So You Want To SoYouWantTo/WriteAStory for writing advice in general, So You Want To SoYouWantTo/WriteAnRPG for advice on writing RPG's specifically. Since Roguelikes don't have a hard-and-fast genre as much as they do a set style, you might want to check out our tips for writing a certain kind of story (ex, Fantasy, Sci-Fi, etc).

There's some overlap between Roguelikes and Soulslikes, so maybe take a gander at So You Want To SoYouWantTo/WriteASoulsLike.
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!! Necessary Tropes

* AntiFrustrationFeatures: Like Soulslikes, a good balance between difficulty and toughness is essential for a proper roguelike.
* ContinuingIsPainful: If you can continue at all, you're punished quite heavily for it.
* DeathTropes: Your character is expected to die eventually.
* RPGsEqualCombat: Nobody plays a Rogelike for the story beats. They're purely focused on a primary gameplay loop of fight-loot-advance.

!! Choices, Choices
The term "Roguelike" is pretty broad. It's less of a genre than an archetype. "A Roguelike" ranges from fantasy to science fiction and back. As the writer, it's up to you to determine what kind of roguelike it is. Brush up on the relevant tropes of the actual genre of the kind of game you want to have.


!! Pitfalls

* HarderThanHard: It's common to see "99% of people can't beat level 3" used as a badge of honour, but most players will get frustrated and leave if they can't beat it eventually.

!! Potential Subversions

* MacroGame: A lot of Roguelikes allow you to buy permanent upgrades from a between-tries (colliquially called a "run") shop in exchange for a, for lack of a better term, "Premium currency." This allows you to slowly unlock more things to help you on your quest. The problem is, that this virtually garuntees victory after you've unlocked everything.
* RandomlyGeneratedLevels and RandomlyGeneratedLoot: While Roguelike levels and loot are often randomly generated, it might be worth it to try hand-crafting some things.
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!'''Writers' Lounge'''

!!'''Suggested Themes and Aesops'''

!!'''Potential Motifs'''

* FlingALightIntoTheFuture: The game is a relay-race set over a long period of time, with a MacGuffin that explains a threat and how to deal with it. The problem is getting it to where it's meant to go...
* GroundhogDayLoop: Why exactly are you trying to beat down a brick wall using only your face, anyways? You're reliving the same twelve minutes/ day/ etc over and over.
* HaveANiceDeath: With death being on the menu so much, it's inevitable that your players will get repeatedly murderized. A little bit of levity goes a long way.


!!'''Suggested Plots'''

* A trend has emerged of fusing Roguelike elements to different kinds of games. FPS is common, but RTS's, for example, are kind of hard to do since they focus on entire armies, rather than one person who's been set up to fail.

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!'''Departments'''


!!'''Set Designer''' / '''Location Scout'''


!!'''Props Department'''


!! Costume Designer


!! Casting Director



!! Stunt Department

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!'''Extra Credit'''
!!'''The Greats'''

* TheBindingOfIssac: Grim, ReligeousHorror-flavoured atmosphere informs the locations of each Level of Hell you need to escape to reach the end of the game.

!!'''The Epic Fails'''

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