3 ms·
I've never cared much for the berlin interpretation (it focuses too much on the specific mechanics rather than the more abstract design principles than one woul
by setr 5y ago
I've never cared much for the berlin interpretation (it focuses too much on the specific mechanics rather than the more abstract design principles than one would naturally associate with a genre), but this article's definition definitely bends far too strongly into its abstractions... to the point that almost every game is defined under his new term, and games that no one would put together... are put together.
IMO a roguelike's defining feature is the "fairness" of its simulation (most of the world's rules are equally applied to all its denizens.. though some may be more equal than others with custom spells/abilities/etc), in combination with the inevitable ADnD dungeon-crawling and RPG elements. The grid-based, turn-based, modality, procedural generation, etc of the berlin are too pointed to be relevant IMO.
Though procedural generation is a little interesting because I feel like it inevitably falls out of any game targeting a "fair" simulation -- how much good is a hand-rolled map design if you can't also hand-design the mechanics and interactions with the entities in the map? So it naturally lends itself to ceding control over the world generation itself.. and of course if your rules are fair and sane enough that the player can use them with their uncontrolled and arbitrary strategies and combinations.. then they're probably good enough to randomly smash together by the machine. So the monsters gain their flexibility, and everything just works -- so why not. The only issue is leaving the AI flexible enough to deal with the fact. And permadeath kind of just falls out of the procedural generation mechanics as well
Thus its not that roguelikes are an endless interaction with complexity.. its that the game-universe itself operates more closely to a proper simulation of the universe (not a detailed sim, mind you, but not a sim that simply revolves around the player(s) ala megaman), and complexity of the interactions are a natural outcome. And then differentiating between say a colony-sim (DF), a 4X and a roguelike is largely on the basis of the scale at which the player interacts with the simulation (colony, country, individual, respectively). [Note: you also have actual simulators, but they're clearly a different kind of interaction -- In DF the simulation is in the backseat, whereas in EURO TRUCK SIMULATOR 2 the simulation is the main point]
Of course you could probably differentiate even more within that.. but there are so few games that actually make a real effort at any kind of "fair" simulation that the game name alone is sufficient. Which is also why Noita feels like it belongs with the other roguelikes, despite violating most of the berlin interpreation -- it implements a "fair" simulation.
There's probably a better term for "fair".
- vintermann 5y agoClassical roguelikes, just like classical RPGs, aren't "fair". The most obvious way is that the hero gains levels (or other powers). Even if monsters can gain technically gain levels as they can in some roguelikes, they practically never do, and even if they can pick up a wand, they can't optimize it like you do in Noita. You are the hero, you are the active agent, other creatures in the world can only respond to you in very limited ways within the same basic ruleset. Tarn Adams of Dwarf Fortress fame once made a game as a bit of a joke, where the enemies were more actively adversarial, though. As soon as they became aware that you'd entered, they would hide all the treasure and equip all the loot themselves. It was fair to the monsters I guess, but it could be very unfair from the perspective of "developer providing a fair challenge to the player". Dwarf Fortress is, in adventure mode, famous for being relatively "fair in simulation" rather than "fair in gameplay". Many roguelikes, including the old ones, are perfectly fine with e.g. level scaling, which is hard to justify in simulation-fairness terms.
- morelisp 5y agoRichard Bartle referred to this simulationist dynamic as "physics" when describing MUD and it successors, but unfortunately that term is also now overloaded with a just-barely-related approach common in modern design.