Roguelikes, Persistency, and Progression
Video Overview & Insights
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Hey everyone! You might be thinking āwait, havenāt I already seen this video?ā and the answer is - sort of! I wasnāt happy with the original version of this video, and found myself agreeing with some of the more negative comments that I received.
Ultimately, while GMTK will always and inevitably involve my personal opinion, the original version of this video leaned too heavily into that and made it seem like my preferences were ācorrectā, and everyone elseās was āincorrectā. Thatās not true, and so Iāve tried to make the video more balanced and evenhanded - by looking at the advantages and disadvantages of both including and not including persistent upgrades.
I also felt like the original video had comments that seemed to be in favour of things Iāve vehemently fought against on Game Makerās Toolkit! That being inaccessibility / gatekeeping and restrictive genre definitions. So Iāve reworded those.
Anyway, Iām sure some people will be just as negative about me changing the video - but I think this was the right move for me and the channel. GMTK is a tricky beast because it balances opinion and education and, sometimes, Iām just going to get that completely wrong.
In the interest of transparency, can find the original video here - https://youtu.be/eXEQ8VBqXBY
Cheers. Mark
One of the biggest decisions for any developer making a roguelike, is whether or not to add persistent upgrades. Should every run be the same, like Spelunky? Or should your character get more powerful over time, like Rogue Legacy? Letās look at the pros and cons of both approaches.
=== Chapters ===
on paper I think I would like roguelites better, but there's something about roguelikes that fascinated me. I love knowing that the only way to progress is to get good
00:00 - Intro
01:40 - Roguelikes (No Persistent Upgrades)
I like both tbh. Roguelites done well can offer a feeling of prolonged progression, while roguelikes offer a purely skill/luck based runs that can lead to really fun gameplay moments.
03:11 - Roguelites (Persistant Upgrades)
04:52 - Giving a Sense of Progression
People play games to have fun, not to prove their skill in some game is good. Aside from a very small group of people that equates that to fun, most people will want the easy dopamine.
07:22 - Helping Players Win
08:52 - Rewarding Player Skill
Roguelikes are the real get good games. Love it. Spelunky 2 my GOAT
10:28 - Conclusion
=== Games Shown ===
I am going to start saying traroguelike
Enter the Gungeon (2016)
Rogue (1980)
I remember when discovering Dead cells the first Time i bought the random first weapon i was sad because i thought i could never return back to original one, i thought i have definitvely made the game easier
Of course itās not the case i found how to access the original
I really like the idea of using the progression system of a roguelite to finish it at least once, and then i can try playing it like a rogue like without any progression, i think all rogue lites should incorporate some kind of choice so You can make the game harder when You feel it became too easy
Monolith (2017)
Crypt of the NecroDancer (2015)
Approaching this practically, whichever one holds the largest market sales is the preferred version regardless of drawbacks. I wonder if SteamDB or something has enough information to pin point this š¤
The Binding of Isaac: Rebirth (2014)
Spelunky (2012)
I always like how slay the spire does it with their Ascensions. Each time you win a run, you unlock an Ascension, which is an optional debuff that makes the game harder. Beat that level and unlock another Ascension, another stacking debuff. It provides an optional high difficulty for good players, is completely unnecessary for most players to have fun or feel accomplished, and a sense of mastery when you clear higher and higher levels all the way to ascension 20
Rogue Legacy (2013)
Dead Cells (2018)
5:14 The worst of both worlds. I don't get the sense that the run wasn't meaningless when I die from this, but it does make beating the game less satisfying. Even if it's supposed to be the same difficulty, the nature of the challenge changes when you unlock stuff.
To be fair, I've never beaten a game that works like this, maybe it would grow on me.
Slay the Spire (2019)
FTL: Faster Than Light (2012)
Both .. except enter the gungeon.. I finally start to get better and more skilled with the games enemies and the devs punish u by increasing the speed of everything when it's already pretty hard? No thx.. I can't even make to the end.. stopped playing..."dynamic difficulty" terrible design...
Call of Duty: Infinite Warfare (2016)
Flinthook (2017)
So any and every game is a rogue like, no wonder why I haven't be able to figure out what the fuck it meant til now
Nuclear Throne (2015)
NetHack: Legacy (2018)
Iām making a game that has a kind of Cold War esk difficulty scaling. You will increase in power, but eventually so will the enemies. You have to keep getting more powerful before they do.
Downwell (2015)
Hades (2020)
Honestly, I love Roguelikes & Roguelites both a ton! I've played far too much of Isaac: Repentance and I also love roguelites like 20 minutes till dawn and really enjoy those. Something that sometimes I notice people not bring up is that roguelikes don't need random level generation, instead just needing some form of system to make each new run feel fresh and unique. This could be something as simple random enemies. Games like Vampire Survivors or 20 Minutes Till Dawn barely have "randomly generated levels", but the upgrades, items, and ways you encounter enemies in each run makes it feel fresh and fun!
Into the Breach (2018)
Invisible, Inc. (2015)
i love roguelites.
=== Credits ===
Curiosity - Blue Wednesday (https://soundcloud.com/bluewednesday)
I am making a rougelite and I am thinking of adding a ātrue modeā which will disable all permanent upgrades except for unlocked weapons
Spelunky soundtrack - Eric Suhrke (https://phlogiston.bandcamp.com/album/spelunky)
Donut County soundtrack - Daniel Koestner (https://open.spotify.com/album/6SFBSlMnqv8xd2aQcagqaq)
At least from what people play/pay for, there seems to be a firm split:
- action = rogueLITE + meta-progression
- strategy / turn-based = rogueLIKE (+ horizontal unlocks)
=== Subtitles ===
Zero Deaths Victory! World First! World Record! [Rogue Legacy] | ZorsYT
You should check out Idylls of the Lunar Maria
https://www.youtube.com/watch?v=uVpx3QpC6NM
Contribute translated subtitles - https://amara.org/v/C3BEW/
4:40 i think it's safe to say it is both at the same time, once you grinded your character to max level i'm pretty sure your skill levels go up to.
More User Perspectives
Shattered pixel dungeon is a very fun roguelike
@griffinadrian2543Rogue lites I'm an adult
I don't like the feeling of my time being wasted
If i do something I wanna get something out of it
It's like the idea of going to work but not being paid for it
Fuck that
I know i am a little late watching this video but i disagree that rogue legacy gets easier after many runs because the enemies scale up with player. I love the consept of the game but i never finnish that because of lvl scaling. Good video btw
@AcorriI'm honestly tired of the genre. I never like having my progress undone in an RPG unless it gives me a way to progress anew in a different fashion. Due to the procedural nature of the roguel*** genres, there's always the chance the game just goes "you lose" and puts you up against a situation you have no chance of victory over. Losing all of your progress to something that might not even be your fault is not fun to me. If I wanted that, I'd go out and walk around town until I get mugged. At least then I could maybe do something about it.
@NervaAugustusI think the new modern development weāre seeing in āroguelitesā is the struggle to appeal both to the wider audience that demands rewards and progression for their invested time and the dedicated passionate tryhards that are driven by the desire to be the best no matter what the conditions are. The future of this genre will only become more hybrid and mixed than compartmentalized for small player sets.
@coole9639Coming to this video after the release of megabonk, I would love to see how this new take on a rogue lite like this would fit into your insightful explanation of what makes these types of games both widely appealing and hyper rewarding to the small subset of players that stick with it.
@coole9639As a person with a limited amount of time on this earth, roguelikes are not enjoyable, but roguelites can be fun if they're extremely well balanced. Both genres require experimentation to understand the game's systems while simultaneously punishing experimentation extremely harshly :/
@wanderer314The thing about rougelikes vs rougelites is that most popular rougelikes have unlocks, which while not necessarily making the game easier, open up more opportunities for the player. Many of these, like in your example of slay the spire, require multiple playthroughts through a level up system
@RonaldJohnald2007Personally, Deadcells is the most fun I've ever had in one game.
@reev3417Wizard of Legend has a really good take on the whole meta progression idea. Every spell/attack in the game is unlockable and you can start each run with any combination of spells, robes, and relics. Throughout the run, you unlock more spells, items, and robes by earning a persistent currency in addition to normal gold. You also get the chance to add more spells, upgrade spells, upgrade your robes, and get additional items to form synergies throughout the run. By letting you start with a select few spells and a single item, you can create a massive number of starting builds that are each different and specialized, but you're not missing out on the feeling of getting more powerful throughout the run and you still feel like you're making progress by unlocking new starting spells and items each run.
@zachnuergeYou're talking mostly about Roguelites, not roguelikes.
@SpencerRoberg-k5kStretching a 10 hour game into a 100 hours is extreme boredom. Maybe you have nothing to do with your time but I can finish 10 10 hour games in that timeframe
@seizonshai can appreciate the theme of rebirth.
@BaddfreeLike 90% of games shown are not roguelikes
@Qvark123So galaga and pacman are roguelikes!!! Ok i understand now. Original and early COD Zombies are Roguelikes and Cod Zombie games like BO6 Zombies are Rogue lites? That would explain why i thought those previous zombie games were crap
@ÅÄŖÄĶƳIt's weird to me to say that gaining unlocks to help you is an "artificial barrier". Almost anything in life is like that. Also, I imagine you can create many different unlock systems that balance raw skill vs choices/unlocks. You can also create bigger challenges as you go through the game even if you unlock more powers.
@Rockyzach88In an era where weāre saturated with so many games and distractions to pull our attention, I think respecting oneās time and eventually finishing matter more than concerns over difficulty ambiguity. I personally donāt care for the concern as I constantly have a backlog of games to move on through
@YUXKEa roguelite with progression isnt a roguelike. hope this helps!
@aart7736I'm curious what you think of games like cult of the lamb or moonlighter. Roguelights where your progress in the dungeons increase your improves your character in a different aspect of the game and your progression in that other aspect equips you to take on dungeons better
@Frogmindfuli preffer hades. because its hades
@amirmohammdmohammadi8451actually reverse difficulty curve is pretty common, not just in roguelite game. In RPG game like Zelda, the first few hours are horrible like soul game, every enemy can kill me with a hit. With gradual upgrading it becomes much easier
@ChuckHendriZSo you mean SimCity is the best rogue-lite?
@surplusking2425I'm a bit late to the party but what about games which give you everything at the beginning to be easy but take away one bit after another as the player progresses through the game? Are there known games which use these mechanic and how are those called?
@elmonitorrr2978Actually roguelite is my favorite than roguelike
@yuvedhainfo6204I think, as always, the solution lies somewhere in the middle. Give the player a sense of progression, allowing them to reach the more difficult areas of the game, but keep it restrained, so that it can't become a crutch
@TheVoydeRogueLites for the win. I don't feel like the beginning is a grind, since it's time I'm already expecting to spend learning the mechanics. And if I feel like the game has given me too much, I can usually walk it back through some option or game mechanic.
On the other hand, RougeLikes feel like a total waste any time I fail to make progress.
wtf bro hasen`t mentions Risk of Rain once
@Keksbutter123My favorite roguelike is Tetris
@DCSCIENTIAIs Majoras Mask a roguelite?
@TechSpaceCowboywish Inscryption had been out when this was made. takes roguelike/lite completely differently
@czhxuanI'm still pretty confused why people consider Darkest Dungeon as roguelite, or anything "rogue". It is literally fantasy XCOM. We don't consider XCOM a roguelite, do we? I hope?
@lentinant