Roguelikes are often about making progress slowly. Each run is only supposed to bring you a bit closer to the end. But how that progress is framed is important. In this essay I’ll explore a couple of different ways that the progress in roguelike games can be presented to players, and how those different framings impact the player’s relationship toward the game.
Tag Archives: roguelikes
Roguelikes and Progression: Aimless Wandering
Video games need to be able to quickly and clearly tell you what to do next, so that you know where you should go. But what happens if a game doesn’t have that clear sense of direction, especially when it’s most important?
Roguelikes are a genre of video games that rely on randomness. But in what ways can that randomness cause problems for the game – and more importantly, the player?