I tried to summarize the definition of roguelike. The definition of roguelike can be broadly divided into two interpretations. It is "PDL" and "Berlin Interpretation".
PDL
PDL is an acronym for "Procedual," "Death," and "Labyrinth," which are the core elements of roguelike. If it meets PDL, it can be said that it has a strong rogue property.
Berlin Interpretation
It seems that the Berlin interpretation is a definition that was decided after discussing that "Roguelike needs such an element."
Roguelike games are one of the game genres. It doesn't mean just like a rogue. Examples of roguelikes are ADOM, Angband, Crawl, and Nethack.
The following definitions determine that it is roguelike, but not meeting some definitions does not mean that it is not roguelike.
Similarly, some definitions do not mean roguelike. The purpose of these definitions is to better understand the roguelike community. These definitions do not constrain developers or games.
High rogue element
Random environment generation
- Automatically generate a game world to increase replay value
- Item types and placement are random
- Random placement of monsters
- Fixed content (plots, puzzles, vaults) removes randomness
Permadeath
- You are not expected to win the game in the first play
- If you die, you will have to start over from the first level
Turn-based
- Each command corresponds to a single action or move
- Command selection is non-real time
Grid-based
- The game world is represented by tiles arranged in a uniform grid
- Players and enemies represent coordinates that exist on a tile-by-tile basis
Seamless (Non-modal)
- Movement, combat, and all other actions take place in the same mode.
- All actions should be able to be performed at any time
Complexity
- There is complexity that allows multiple solutions to capture the game (unlike puzzle games where there is only one solution).
- This complexity comes from the combination of "enough items and enemies" in one game mode and their interaction.
Resource management
- You need to manage limited resources (eg recovery potions and food) and find ways to make good use of them.
Hack'n'slash
- Killing many enemies is a particularly important factor in roguelikes
- However, the enemy does not necessarily have to be a monster, it is important that it is a player vs the world (eg diplomacy).
Exploration and discovery
- Careful exploration of the dungeon floor is required
- I need to find out how to use an unidentified item
- These have to be done again every time the player plays the game
Low rogue element
- Player controls a single character
- The game world is expressed from a player-centered perspective
- The death of the player means the end of the game
Enemies and players have similar characteristics (Monsters are similar to players)
- Game rules that apply to players also apply to enemies
- Enemies can possess and equip items, use items, and use magic.
Tactical challenge
- Players need to learn tactics to advance the game to their advantage
- It is not possible to clear in the first look play
- Random environments and Permadeath, for example, demand new tactical challenges rather than puzzles
ASCII display
- The traditional display for roguelikes is to represent a world tiled in ASCII characters.
Dungeons
- Roguelike is a dungeon consisting of rooms and corridors
Numbers
- The player's hit points and attributes are displayed.