CGD Podcast Episode 17: Rogue-likes and Other “Bar Games”

roguelikes

I don’t mean “bar” as in “pub”, I mean it as in like a resource bar. In this episode, I talk about Rogue-like games in detail, why it isn’t really a genre, and what the future of these games are.

What can we do with single-player strategy games? Must they all be “managing highly random resources”? I think we should question our reliance on output randomness and heavily variant input randomness (such as map generation in Civilization) to make single-player strategy games work.

It turns out that my two articles I wrote on score in the past were really outdated and they’re in the shop to be worked on. In the meantime, I recommend reading these for more thoughts on why the traditional high score system is a problem (which I claim in the episode but don’t really back up).

“Why I Hate The Term Permadeath”

Episode 12 of this podcast, which talks about good goals

Auro’s Single Player Elo System

A Roguelike Radio episode that I’m featured on that discusses score

A reddit “Weekly Game Design” that touches on it

Thanks for listening!

 

Support the show here on Patreon!

CGD Podcast Episode 16: A Conversation About Rogue-likes with Black Shell Games

iHYsPK

I had a conversation with the main developers at Black Shell Games – Daniel Doan, Raghav Mathur, and Thomas Espinoza – on the topic of Rogue-likes, a design pattern that has appealed to both of us. In the episode, we cover topics like the relationship between Rogue-likes and gambling, grinding, difficulty, replay value, and other related concepts.

Check out Black Shell Games on Steam. Here’s Black Shell Games’ – which also acts as a publisher – complete list of games.

(Side note: apologies about the audio. There were four people on the conversation total and there’s a bit of noise, but I think it’s easy enough to hear.)

Enjoy!