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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
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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
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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.