Posted December 23, 2017
First, let's start with a basic roguelike design. Turn based combat, procedural generation, the works. For the sake of this topic, let's take a roguelike design that doesn't allow backtracking; once you take the stairs down to a new floor, you can't go back to the previous floor. (This means there's no need for the game to remember what was on the previous floor.)
Now, let's make a significant change; when you die, it's not game over. Instead, the current dungeon level is re-generated (that is, it now has a new map, along with new items and enemies), and you are placed at the start of the newly generated floor. There's a death counter, but otherwise, there is no penalty for dying repeatedly; you even keep the experience and gold from previous attempts at the floor.
At this point, is the game still a roguelike? We've removed permadeath, but it still satisfies the other characteristics of a classical roguelike.
Now that death is no longer much of an issue (it's just a minor setback), we can do something that designers of permadeath roguelikes would be loath to do: We can make the dungeon generation much more chaotic. It is now possible for powerful treasures and enemies to appear early in the dungeon, and we no longer need to be concerned about fairness. (Enter a new level, there's a medusa in the room you appear in, you see the medusa, you turn to stone, you die; no big deal because the game will just generate a new floor.) Furthermore, we can remove one constraint that many developers of procedurally generated games have to deal with; specifically, that every generated floor must be clearable. As long as there's a suicide button to allow the player to force the floor to be regenerated, we can have floors that, for example, require the player to dig for the exit even if the player might not have the required tool.
Given a game designed like this, would you play it?
Now, let's make a significant change; when you die, it's not game over. Instead, the current dungeon level is re-generated (that is, it now has a new map, along with new items and enemies), and you are placed at the start of the newly generated floor. There's a death counter, but otherwise, there is no penalty for dying repeatedly; you even keep the experience and gold from previous attempts at the floor.
At this point, is the game still a roguelike? We've removed permadeath, but it still satisfies the other characteristics of a classical roguelike.
Now that death is no longer much of an issue (it's just a minor setback), we can do something that designers of permadeath roguelikes would be loath to do: We can make the dungeon generation much more chaotic. It is now possible for powerful treasures and enemies to appear early in the dungeon, and we no longer need to be concerned about fairness. (Enter a new level, there's a medusa in the room you appear in, you see the medusa, you turn to stone, you die; no big deal because the game will just generate a new floor.) Furthermore, we can remove one constraint that many developers of procedurally generated games have to deal with; specifically, that every generated floor must be clearable. As long as there's a suicide button to allow the player to force the floor to be regenerated, we can have floors that, for example, require the player to dig for the exit even if the player might not have the required tool.
Given a game designed like this, would you play it?