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Rogue

An early dungeon crawler with generated levels and permanent death.

App Store3 sources4 tips

Where Rogue comes up3 episodes and tests

Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game DesignGcreator of Game Maker's Toolkit testThe Birth of the Japanese RPG | Design IconsGcreator of Game Maker's Toolkit testDo We Need a Soulslike Genre?
In short

Rogue let the computer place rooms, corridors, loot and enemies by rules, and death restarted players in a new dungeon, so rote learning could not beat it. Its idea spawned over 30 Mystery Dungeon games, yet direct followers like NetHack only tweaked it for decades. Lesson: copy the experience a feature creates, such as surprise and peril, not the feature checklist.

At a glanceGenerated dungeons made permanent death workable in Rogue
  1. 1Rules build the dungeonRooms, corridors, loot and enemies placed
  2. 2Player diesPermanent death ends the run
  3. 3New dungeon appearsRestart in a fresh layout
  4. 4Memory stops helpingRote learning can't beat the game

From Rogue page note (Toy and Wichman)

What was said about Rogue

1How Rogue paired generated dungeons with permadeath

  • Rogue built its dungeons by rules, so dying could not be beaten by memory. Michael Toy and Glenn Wichman had the computer place rooms, corridors, loot and enemies by rules. Dying restarts you in a new dungeon, so rote learning can't beat the game.

    Procedural generation gave Rogue an effectively infinite supply of new dungeons, which is what made permanent death workable.

2How Rogue became the Mystery Dungeon series

  • Koichi Nakamura localised Rogue for Japan and created Mystery Dungeon. Nakamura had already struck gold with a Japanese version of a popular Western game. He repeated it with Rogue, which a colleague was obsessed with, and the result was the Mystery Dungeon series, now more than 30 games pairing random generation with permadeath.

    The pairing then spread to Final Fantasy, Pokemon, Etrian Odyssey and Dragon Quest spin-offs, and Western indie designers remixed the core ideas too. The source says of Nakamura: "he sought to do the same thing again."

3Rogue's clones and what roguelikes kept

  • Rogue's followers only tweaked it, and a 14-factor checklist kept the genre small. NetHack, Moria and Angband only tweaked Rogue, so roguelikes stayed at the clone stage for decades. The 2008 Berlin Interpretation listed 14 factors, from permadeath to turn-based play, numbers and ASCII graphics.

    The genre got interesting once developers cut it down to permadeath and procedural generation and mixed those with other types of game, such as the platformer and shooter roguelikes Spelunky and Downwell. The source says this "has given the genre an entirely new lease on life".

  • Spelunky copied the feeling of Rogue, not its features. Spelunky kept Rogue's random levels and meaningful death but dropped turn-based play, grids and ASCII art. It still captures Rogue's surprise and peril.

    Copying a game's mechanics gives you nearly the same game. Asking why those features were designed that way and what experience they create opens up different ways to give players the same feeling.

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