Rogue for the rogue mechanic. Progressing in a game as far as you can until you die, then using some form of enhancement mechanic be harder faster better or stronger to go again.
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Funny enough, Rogue doesn't have a set of permanent enhancement for a wider meta game. In Rogue you start over from scratch always and every time. That's the difference between a roguelike and a rogue liTe game. Binding of Isaac and Spelunky are roguelike. You die, you start over from scratch. Hades and Slay the spyre are rogue lite. Every run gives permanent enhancements that change the next runs, so each time you start slightly different or progressively better.
Isn't it called "rogue-like" because that last part of metaprogress was not in rogue? Maybe I'm confusing it with roguelite.
Be careful; you're stepping into a holy war. There are some who stick to "the Berlin Interpretation", where there are far more criteria to what makes a roguelike, and from my perspective, it makes those games so close to Rogue that it's not worth giving it its own genre, plus this classification came out just before Spelunky ruined it. Colloquially, you're typically right though. Most will call a game roguelite if your progress gives you upgrades that make the next runs easier, whereas a roguelike may still have unlocks that add more variety or "sidegrades" that are neither better nor worse.
Though it was used in a few games before, a Quake tournament and Half Life 1 cemented the use of WASD controls.
ESDF is the superior keybinding
It's such a pain remapping controls on every. single. new. install.
But it's worth it. Fuck wasd
~~Esdf requires more dexterity and is generally less accessible.~~
I'm an idiot and misunderstood which key bind was being talked about
I am glad I am not alone!
There literally dozens of us!
But for real, i struggle to play games with wasd default and now keybind changes. Part of it is as simple as my hand is just used to using esdf and I constantly hit the wrong keys in those games. But the loss of useable keys on my pinky just feels so bad.
Donkey Kong (1981) popularized having different levels in a game to progress a storyline. Until then, you would have the same level over and over with increasing difficulty
Slay the Spire spawned a ton of deck builder roguelites.
Without which we wouldn't have the only true deck builder roguelite, Rogue Light Deck Builder.
Minecraft for the fully breakable/buildable procedural open world.
Minecraft is far more responsible for the survival crafting genre that followed in its wake.
Minecraft Hunger Games, although a mod, is responsible for the Battle Royal hype aswell.
So Minecraft caused Fortnite twice - once as a survival crafting and building game and then as a Battle Royal retaining some of these elements
What's the timeline on that mod versus the Battle Royale mod for DayZ? Because as far as I could tell, the DayZ mod is the true progenitor, but DayZ was itself inspired by Minecraft.
Mario 64 definitely paved the way for most of the 3D platformers of the 21st century