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So would playing Civ6 on ironman mode (assuming it was enforced and/or you did it by honor) and with a random map and a randomized tech/civics tree count as a r
by munk-a 6y ago
So would playing Civ6 on ironman mode (assuming it was enforced and/or you did it by honor) and with a random map and a randomized tech/civics tree count as a rogue-like?
When you move that scout you don't know if you're going to encounter a barbarian or a tribal village - do you hold off on building a warrior to escort your settler hoping that you can settle without it being captured?
I have a clear picture in my mind of what roguelike is, and that picture is nethack because someone introduced me to nethack and said "This is a roguelike" and I still basically believe them - trying to abstract the specific mechanics that make something a roguelike is hard... Here are some questions:
Do you have to just be one person - can a roguelike be a party of adventurers?
Does a roguelike need to have an rpg-style leveling system - can strength be gained by item acquisition alone? Does a leveling system make it not a roguelike?
Do you need to use pixel graphics for display?
Does the PC need to be precisely on coordinate pixel big?
Dwarf fortress, for instance, is turn based but the only real difference between turn based and real time is that twitch factor - if you made a version of starcraft where the game paused every five seconds to let you revise as many orders as you wished would that suddenly be really close to a roguelike?
My core thing here is that rogue was a collection of game mechanics, and games can be judged to be similar to that in an entirely subjective manner - you can objectively call out different features that differ or are the same, but those features only really matter if the person you're talking about strongly believed (subjectively) that that feature was "core" to the gameplay. A young kid playing rogue today is probably just going to walk away saying that rogue-likes use ascii art and I don't think it's wrong to accept that definition - for that kid.
- Retric 6y agoWhere Civ6 in that game mode breaks the mold I just described is the game eventually stops having that random risk vs reward element as a major gameplay mechanic. Again StarCraft is effectively deterministic, there isn’t any kind of clicking an ability and wondering what will happen phase. As to being twitch or not, again that’s from a gameplay standpoint. Slow down Starcraft dramatically and it’s still real-time, but eventuality APM stops being a meaningful factor.