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.
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?