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Roguelikes, Persistency, and Progression | Game Maker's Toolkit

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    One of the most fascinating genres in gaming,
    is the roguelike.
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    The term was originally used to describe games
    that closely mimicked the design of the 1980
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    dungeon crawler Rogue - but in more recent
    times, it’s been commandeered to describe
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    a whole fleet of indie titles that share two
    very important characteristics:
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    The levels must be randomly generated each
    time you play.
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    And the game must have permadeath, which means
    all progress is reset to zero whenever you die.
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    But that second characteristic isn’t always
    what it seems.
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    In some games, like Spelunky, permadeath means
    permadeath. When you die, all progress through
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    the game is reset - and you start your next
    run with exactly the same starting criteria
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    as your very first. So that means you always
    begin with the same amount of health, bombs,
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    and money.
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    But in others, like Rogue Legacy, dying isn’t
    quite so harsh. When you mess up in this game,
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    you can use any money you’ve found to unlock
    upgrades that will improve your health, magic,
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    attack power, and so on. And those upgrades
    persist from run to run, and will be applied
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    to all characters going forward.
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    Some have taken to calling games with no persistent
    upgrades, “roguelikes” And games that
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    do carry persistent upgrades, “roguelites”.
    And in this video, I’m going to look at
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    both the advantages and disadvantages of these
    two approaches - and also look at how clever
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    designers have tried to find ways to design
    around those drawbacks.
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    Let’s start with roguelikes - the games
    that don’t have persistent upgrades. I’m
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    talking about games like Spelunky and Enter
    the Gungeon.
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    The key advantage of this design, is that
    the games almost exclusively reward player skill.
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    Because the game never changes from run to
    run, the overall difficulty level of the game
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    - across multiple attempts, that is - is completely
    flat. That means the only way to smash through
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    that barrier and win is to improve your own
    skill: by learning the ropes, practicing the
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    controls, and becoming more familiar with
    the game’s world.
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    Nothing is standing between you and the final
    boss, except for your own ability and knowledge
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    of the game’s systems. Other than a particularly
    lucky, or unlucky random roll, of course.
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    And this means that a highly skilled player
    has no barrier to simply finishing the game.
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    But the disadvantage is that a low skilled
    player may never finish the game. Roguelikes
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    ask you to play through a really difficult
    game in one go, and offer no real way to reduce
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    the difficulty. And so if you can’t do that,
    you’ll just never succeed. Ouch.
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    Another drawback is that because your progress
    through the game must be wiped clean every
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    time you kick the bucket, every failed run
    can feel like a waste of time. Sure, you’re
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    improving your skills - but with nothing tangible
    to show for it, you don’t get that unique
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    dopamine rush that comes from numbers ticking
    up.
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    Okay, now let’s look at roguelites- the
    games that do have permanent upgrades that
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    carry over from run to run. I’m talking
    about games like Rogue Legacy and Dead Cells.
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    The key advantage of this design is that almost
    every run is given meaning. When you die in
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    Rogue Legacy you don’t feel like you’ve
    wasted your time, because you know that you’ve
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    earned enough money to unlock a new upgrade
    - and improve your chances at succeeding in
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    future runs. Ultimately, every attempt at
    the game helps bring the difficulty of the
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    game down.
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    And this also allows pretty much all players,
    regardless of skill, to finish the game eventually
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    - they’ve just got to keep upgrading their
    character until they’re super powerful and
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    the game becomes a bit of a pushover.
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    The disadvantage is that this is actually
    a really weird difficulty curve - where the
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    game is at its most challenging when you begin,
    and slowly gets easier and easier over time.
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    That’s the opposite of pretty much every
    other type of game, where the difficulty should
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    ramp up in sync with player skill.
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    And one of the most pernicious outcomes is
    that your success with these games is much
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    less about your own skill - and much more
    dependent on the level of your character.
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    In a game like Dead Cells, it’s easy to
    feel like you have no real chance of winning
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    until you’ve purchased a few more health
    potions from the shop - creating this artificial
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    barrier you’ve got to grind through until
    you can really start focusing on winning.
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    But once you finally do win one of these games
    - it’s ambiguous whether it was because
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    of your improving skill level, or just the
    ever-decreasing difficulty of the game. Did
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    you get better, or did the game just get easier?
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    So both types of game have their advantages
    and disadvantages. But luckily for us, clever
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    designers have found ways to alleviate the
    worst drawbacks of the two design archetypes.
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    So roguelikes can be accused of offering no
    sense of progression. However, lots of these
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    games have found ways to give you a feeling
    of advancement - without changing the difficulty
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    level of the game. By letting players unlock
    stuff that’s fun, but has no meaningful
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    impact on their chances at finishing the game.
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    Take Enter the Gungeon. In this game, killing
    bosses nets you a special currency that you’ll
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    hold onto - even after you die. And you can
    use this money in a shop in the game’s hub
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    world: but it’s not to unlock new powers
    for your character like extra health or bigger
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    ammo crates. Instead, it simply adds more
    weapons to the game’s already bursting selection
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    of randomly dropped guns. Meaning next time
    you go to a treasure chest, there’s now
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    a few more firearms that could pop out.
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    This doesn’t massively affect the balance
    of the game, because these items are no more
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    powerful than the guns you could find at the
    beginning. It just adds extra variety to future
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    attempts at the game.
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    Another idea can be found in Nuclear Throne.
    In this roguelike shooter, you can unlock
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    new characters - giving you more options to
    choose from when starting your next game.
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    Just like before, these character aren’t
    any more powerful than the default ones because
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    they have their own advantages and disadvantages
    to balance them out. They just provide different
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    ways to play. It’s like the character classes
    in the older roguelike games, but if the devs
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    held most of them back to be unlockable after
    a certain amount of play.
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    Another option is to simply offer players
    cosmetic upgrades that have zero impact on
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    the way the game plays. The new colour options
    in Downwell, for example, are given out as
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    rewards for collecting a certain number of
    gems across multiple runs. That gives you
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    a small reward for continuing to play, but
    they have no impact on the balance of the
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    game whatsoever.
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    Then, go look at Hades. This one does actually
    have persistent upgrades, but I want to focus
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    on something else: the way it incorporates
    lore and character backstories. So in this
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    game you unlock more about each character
    every time you respawn, and you can find items
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    in the game world that can be given to characters
    in the hub to butter them up and unlock more
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    story content. Unlocking new narrative stuff
    gives you something to hold onto, even while
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    you’re failing over and over again at the
    actual game.
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    Roguelikes can also seem impenetrable, because
    there’s no way to reduce the difficulty
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    of the game. But some of these titles do have
    stuff to give players a helping hand - but
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    without permanently changing the balance of
    the game.
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    One of which is shortcuts, as seen in Spelunky.
    Here, if you do some chores for the tunnel
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    man you can create a new door in the hub world
    and start your adventure in, say, the jungle,
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    skipping the first four rooms in the mines
    entirely. This arguably does makes the game
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    easier, and definitely allows new players
    to practice at the the harder areas in the game.
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    However, Spelunky makes it clear that you’ll
    eventually want to play through the game from
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    the beginning to finish it properly. For one,
    your time won’t show up on the leaderboard
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    if you use shortcuts. And for another, the
    game’s true ending - where you descend into
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    hell - requires you to find a series of items
    that are hidden in every area. Meaning that
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    if you use a shortcut to skip an early part
    of the game, you won’t be able to get all
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    the stuff you need to unlock the secret entrance
    to the underworld.
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    And then there are boosts that will carry
    over into the next run - but don’t stick
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    around permanently. In the tiny tactics game
    Into the Breach, you can keep one levelled
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    up soldier after death, who can then be used
    during your next attempt. But because these
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    characters don’t stick around forever, it’s
    not making a persistent change to the game’s
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    difficulty. It just gives you a bit of a leg-up,
    and also an excuse for “just one more go”.
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    And then there’s roguelites. Here, there’s
    a real ambiguity over whether your successes
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    and failures are due to the game’s difficulty
    level - or your own skill. But the designers
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    of these games are often careful to introduce
    elements that still require a certain level
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    of skill - and stop you from just grinding
    through the game forever until you eventually win.
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    Take Rogue Legacy’s creepy doorkeeper, Charon.
    This dude hangs out at the front door of the
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    castle and stops you from entering - and thus
    starting your next run - until you give up
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    all of your unspent money. The idea is, you
    can’t save up small amounts of money over
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    the course of multiple runs, and then spend
    it all at once on an expensive upgrade. You
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    have to earn a lot of money in a single run
    - thus, proving your ability to stay alive
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    long enough to fatten up your wallet.
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    And then in Dead Cells, you don’t actually
    keep your money when you die. You have to
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    make sure that you spend your cash at one
    of these upgrade stations, or it will be gone
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    for good. The idea here is that you need to
    actually be good enough to get through to
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    the end of an area and bank your money - or
    else it will vanish into the ether.
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    Another downfall of roguelites is this feeling
    that player skill isn’t as valuable as time
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    invested. But pretty much every roguelite
    is made with the intention that the player
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    can actually finish the game without buying
    a single upgrade - check YouTube and you’ll
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    find players who can finish Rogue Legacy with
    a level zero character.
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    In fact, this could be turned into a meta
    level challenge within the game -
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    how few levels do you need to ascend before you can finish Rogue Legacy?
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    So, there we have it. But, as I’ve found
    out, everyone’s got a different viewpoint
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    on this.
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    Personally, I love the purity of roguelikes.
    Random generation and permadeath mean you
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    can’t memorise the level layouts, or rely
    on the slow accumulation of power. It’s
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    all about your skill. Roguelites, however,
    do allow for that slow accumulation of power
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    - and, if you ask me, that creates a weirdo
    backwards difficulty curve that brings in
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    an unpleasant ambiguity over whether you success
    is down to your increasing skill, or the game’s
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    falling difficulty level.
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    But what about you? Do you prefer roguelikes
    or roguelites - and why? Please let me know
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    your thoughts in the comments below. Thanks for watching.
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    ZAGREUS: Well, time to go get killed again.
Title:
Roguelikes, Persistency, and Progression | Game Maker's Toolkit
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Video Language:
English
Duration:
11:37

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