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> Formerly obscure genres like roguelikes are seeing mainstream success thanks to high quality "roguelike-like" games like FTL. I actually trace this to Diablo
by duaneb 12y ago
> Formerly obscure genres like roguelikes are seeing mainstream success thanks to high quality "roguelike-like" games like FTL.
I actually trace this to Diablo II and Torchlight. Yes, they aren't strictly rogue-likes—among other things they're realtime—but they raised excitement for the genre just the same.
- barbs 12y agoI think Diablo and Torchlight were inspired by early roguelikes, but I wouldn't say the current wave of roguelikes were inspired by these games except maybe in terms of style (e.g. Binding of Isaac). FTL and Diablo 2 for example are quite different games.
- PhasmaFelis 12y agoI don't think Diablo and Torchlight had any influence at all on the current surge of roguelike-likes ushered in by Spelunky and FTL, though. They basically draw on completely different aspects of the roguelike tradition: the former takes the superficial D&D-esque dungeon crawling, plus lots of high-grade polish and minus the permadeath and much of the variety. The latter instead focuses on a wildly different experience for each runthrough, with permadeath as a matter of course, and can draw the superficial surface from anything (Indiana Jones-esque platformer, top-down crew management sim...)
- PhasmaFelis 12y agoI don't think Diablo and Torchlight had any influence at all on the current surge of roguelike-likes ushered in by Spelunky and FTL, though. They basically draw on completely different aspects of the roguelike tradition: the former takes the superficial D&D-esque dungeon crawling, plus lots of high-grade polish and minus the permadeath and much of the variety. The latter instead focuses on a wildly different experience for each runthrough, with permadeath as a matter of course, and can draw the superficial surface from anything (Indiana Jones-esque platformer, top-down crew management sim...)
- Kurtz79 12y agoRoguelikes are defined by permadeath, quick runs and procedural generation. Diablo 2 and Torchlight have the latter, but they are quite old, and the resurgence of roguelikes is relatively recent. I believe it's just has to do with it being a very solid (and addictive) gameplay model, and one that fits much better indie games than AAA titles.