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1A RogueLike is a kind of RPG that is built on the philosophy of YOLO: You Only Live Once. It can be turn-based or action-, it can be 2D or ThreeQuartersView, but the most important part is that it leverages ProceduralGeneration: You start a character, are thrown into a series of RandomlyGeneratedLevels, and experience {{Permadeath}} when you fail... at which point you start the core loop all over again.
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3Be 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, you might want to check out our tips for writing a certain kind of story (ex, Fantasy, Sci-Fi, etc) to inform this direction.
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5There's some overlap between Roguelikes and Soulslikes, so maybe take a gander at So You Want To SoYouWantTo/WriteASoulsLike.
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8!! Necessary Tropes
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10* AntiFrustrationFeatures: Like Soulslikes, a good balance between difficulty and fairness is essential for a proper roguelike.
11* ContinuingIsPainful: If you can continue at all, you're punished quite heavily for it.
12* DeathTropes: Your character is expected to die eventually.
13* RPGsEqualCombat: Nobody plays a Rogelike for the story beats. They're purely focused on a primary gameplay loop of fight-loot-advance-repeat.
14* 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 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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16!! Choices, Choices
17The 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.
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19[[AnAdventurerIsYou You're going to want to have a variety of playstyles]] so players will stay interested even when they have to play through the "same" levels over and over again. The usual method is to let players choose a race and class that determines what abilities, strengths, and weaknesses they will have.
20* A roguelike can have "hard" or "soft" classes, which determines how strictly the player will be limited by their choice.
21** Games like ''VideoGame/{{Nethack}}'' and ''VideoGame/{{Angband}}'' have "hard" classes, so a physical-focused class will never be able to use magic, or will only have access to a limited selection of spells, while a wizard will always struggle to properly use strong weapons or armor.
22** Games like ''VideoGame/DungeonCrawl'' and ''VideoGame/{{Elona}}'' have "soft" classes, which merely decide what you start off with, but not what you'll be able to do later on. There's nothing stopping a warrior from eventually learning magic and becoming a MagicKnight, or a wizard training with a bow to deal with magic-resistant foes.
23** Some games lack classes altogether. For example, ''VideoGame/{{Brogue}}'' always starts you as a rogue, but lets you choose your playstyle based on the items you find and choose to pick up.
24* Roguelikes tend to be strictly single-player games, so don't worry too much about balance. If a class is clearly stronger than the rest, it might be useful to help new players learn more about the game. If your game is good enough, then players will eventually try winning with one of the weaker classes as a SelfImposedChallenge. You might want to clearly label if some classes are supposed to be better or worse, lest players complain "Warrior is OP" and "why can't I win the first level with the Fisherman class?"
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26As mentioned, your character typically suffers {{Permadeath}}. However, this has also been mated with the GroundhogDayLoop idea, allowing for a certain amount of plot and CharacterDevelopment. Additionally, it opens up new avenues of gameplay: persistent leveling.
27* In the stereotypical roguelike, you roll a completely new character every time you start the core loop. Every time you begin a session, your character starts from the same place.
28* More modern roguelikes, such as ''VideoGame/{{Hades}},'' have persistent progression: the PlayerCharacter starts the dungeon over each time, but he can power up his weapons, relics and self in between runs. Every time he does another dungeon delve, his starting PowerLevels are just a ''little'' bit higher than they were last time.
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30As mentioned, ''the dungeon itself'' tends to be procedurally generated. How much do you want to play with this?
31* The problem with truly procedurally-generated dungeons is that they can be UnintentionallyUnwinnable, at least unless you design subroutines and automated tests which determine that whatever {{Bizarrchitecture}} was generated can actually be navigated.
32* The ''VideoGame/{{Torchlight}}'' games avert this by instead having randomly-selected rooms -- really, in this game's case, groups of rooms -- that link together. This guarantees that maps never have dead ends, but also means that, past a certain level of exposure, The Player already knows how to unlock ''this'' secret door.
33* ''Torchlight'' also has a few "landmark" levels that are the same every run, typically containing a major boss.
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35How far do you want to take random generation?
36* What about the monsters? Obviously, no one wants to step out of the starting room and just immediately meet a death minion from hell (except maybe Soulslike players), but there is clear design space in partially randomizing the stats of the {{mook}}s or even the mooks themselves that you're going to run into.
37* RandomlyGeneratedLoot? Note that ''VideoGame/{{Diablo}}'' combined this with SocketedEquipment to create one of the most addictive gaming experiences in history.
38* How much control ''do'' you have over your character's design? Are there classes, and if so, does The Player get to choose which one they're going to use? Are their abilities, and if so, does The Player get to choose which ones they're going to be assigned?
39* Any available {{perk}}s should absolutely be randomly chosen, but how much do you want to clue The Player in on this? ''Hades'' uses this to guide its levels: the door to each "room" has an icon on it, telling The Player what they'll find behind it. This allows The Player to make strategic choices depending on what's being offered to them.
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41And lastly, it's been mentioned that a roguelike is, to a certain extent, not a genre, but rather a super-genre that a number of other game styles can be merged into. So, what are you looking for?
42* Turn-based RPG? The TropeNamer ''VideoGame/{{Rogue}}'' absolutely was, but what kind of game engine are we talking about here?
43** Straight RPG? Again, ''Rogue'' did that.
44** Deckbuilding game? ''VideoGame/SlayTheSpire''.
45** 4X? I mean, isn't basically ''every'' 4X game a roguelike in its own way?: you pick a starting civilization and everything else is in the hands of the RandomNumberGod.
46* Real-time action game? ''Diablo'', the game so influential that, for about a decade, every roguelike was ripping off ''Diablo'' instead. ("Classical" roguelikes have since seen a resurgence.)
47* ''First-person shooter''? Ever heard of ''VideoGame/{{Borderlands}}'', the LooterShooter TropeCodifier? It didn't have randomly-generated levels -- which are hard enough in 2D, so no one's exactly accusing them of being lazy -- but they've proven that every other portion of the genre works in a FPS environment, so they're most of the way there.
48* And more! The sky's the limit!
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50!! Pitfalls
51* ItsHardSoItSucks: 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.
52* YetAnotherStupidDeath: As mentioned above, older Roguelikes delighted in {{Ass Pull}}ing cheap deaths like a KillerDM who's 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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54!! Potential Subversions
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56* 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," if not automatically unlocking stuff as you progress. 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.
57* 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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59!'''Writers' Lounge'''
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61!!'''Suggested Themes and Aesops'''
62* Perserverance in the case of seeming futility.
63* 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?
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65!!'''Potential Motifs'''
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67* 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...
68* 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.
69* HaveANiceDeath: With death being on the menu so much, it's inevitable that your players will get repeatedly [synonymn for "being crushed"] into [synonymn for "thick paste"]. A little bit of levity goes a long way.
70* PowerAtAPrice: While a player might want an invulnerable hero, just as many will want a GlassCannon build with one HP and a fireball spell that leaves a mushroom cloud. Remember: The best ''de''fense is a good ''of''fense.
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72!!'''Suggested Plots'''
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74* A trend has emerged of fusing Roguelike elements to different kinds of games. FPS is common, but strategy games, 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. Like Soulslikes, you're focusing on one poor schmuck getting mashed into chutney over and over, instead of an army.
75* How about taking the "randomly generated" part of the roguelikes to a whole new level? The entire dungeon [[{{Bizarrchitecture}} lacks any damn lick of sense]], and it knows it: You could be traversing a desert on one room and a blizzard in another, and things just seem to lack any rhyme or reason. It all comes to a head with the boss fights; After completing a run and defeating a set of bosses, you may start a new game and find out that the entire sequence of bosses has been completely jumbled around again. Your player character may lampshade why the FinalBoss of the previous run is suddenly now the WarmupBoss, why the EvilGenius and the DarkActionGirl suddenly have their places switched, and why all of this is slowly starting to make less and less licks of any damn sense...
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77!'''Departments'''
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80!!'''Set Designer''' / '''Location Scout'''
81* ChaosArchitecture: Most Roguelike dungeons change, often drastically, between each playthrough.
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83!!'''Props Department'''
84* Weapons flavoured to the genre of game you're 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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86!! Costume Designer
87* Again, tailor or mix as you like. Some older Roguelikes had ASCIIArt "graphics," representing your character with an "@" symbol (because it looks like a bird's-eye view of someone wearing a big hat) and monsters by their first initial, although the trend has been to move away from this, as the text-as-graphics hack was a method to get the games to play without a GUI on a college/workplace mainframe. Since everything has a graphics card (outside of, funny enough, workplace mainframes), this is less acceptable.
88* 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 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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90!! Casting Director
91* A DeathSeeker or someone with ResurrectiveImmortality for the protagonist.
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93!! Stunt Department
94* You'd better get someone ready to die over and over again.
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96
97!'''Extra Credit'''
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99!!'''Honourable Mentions'''
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101* ''VideoGame/{{Rogue}}'': The great grandpappy, against which all others are measured. It's the {{Trope Namer|s}} and GenrePopularizer [[note]] It was beaten out as the TropeMaker by ''Pedit 5'' by five years[[/note]]: "roguelikes" are "like ''Rogue.''" An ASCII graphics DungeonCrawler RPG that pioneered having PermaDeath and randomly-generated everything.
102* ''VideoGame/AncientDomainsOfMystery'': 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 [[TheCorruption Chaos Corruption]] stat.
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104!!'''The Greats'''
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106* ''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."
107* ''VideoGame/EnterTheGungeon'': Probably the pinnacle of NintendoHard action roguelikes, ''Gungeon'' ups the ante in terms of demanding good strategy and skill due to being a BulletHell. Much like ''Isaac'', it has a smorgasbord of replayability few other roguelikes have been able to match.
108* ''VideoGame/FTLFasterThanLight'': An example of the "roguelikes crossed with another type of game" subgenre (in this case, a sci-fi StandardStarshipScuffle simulator), 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.
109* ''VideoGame/{{Hades}}'': Explains why the protagonist can't die (he's literally the son of the Greek god of the dead) and why he's willing to get mulched into goo over and over ([[IHateYouVampireDad annoying his father]]).
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111!!'''The Epic Fails'''
112* Like its cousin the Soulslike, it's not so much that good roguelikes are especially rare, but that 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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