EDGE

Over And Over And Over

What are the secrets of the Roguelike genre’s repeated success? And what comes next?

- BY JON BAILES

Derek Yu is amazed by the variation in Roguelike games which has emerged in recent years, and the versatilit­y of the format it revealed. “It’s kind of like finding a hundred new ways to use toothpaste,” he says. “It’s proven itself to be a design framework that’s extremely flexible and broad, which is surprising, given that traditiona­l Roguelikes were so strictly defined in a lot of ways.”

The Spelunky creator can survey the Roguelike boom from his position as one of its trailblaze­rs. Perhaps more than any other game, his baby popularise­d the notion that Roguelike elements could be freed from turn-based dungeons and applied to any genre. “It’s been awesome to see how far things have come since the release of Spelunky Classic in 2008 – I never would have imagined that ten years later I’d be releasing Spelunky 2 alongside all these other cool Roguelike games!”

It’s a decade that has seen the genre staples of permadeath and procedural generation repeatedly excavated and smelted down

for general use. Search for ‘Roguelike’ on Steam and you’ll pull up over 1,000 full games, with more than 300 of those released last year. This year we can expect everything from RPGs and deckbuilde­rs to twin-stick shooters, brawlers and any number of action platformer­s sporting the Roguelike tag. For Yu and others returning to the fray with sequels to their classics, it’s a very different and rapidly evolving landscape. It’s true what Spelunky

says: the walls are shifting.

Teddy Lee, co-founder of Cellar Door Games, was another early pioneer as the designer of 2013’s Rogue Legacy. “We made Rogue Legacy originally because we wanted to make a Roguelike that was more accessible,” he tells us. “I think it has opened the door to some people to get into more hardcore Roguelikes.” It surely has. Once the likes of Spelunky and The Binding Of Isaac

broke genre boundaries, Rogue Legacy played a big part in injecting the next magic ingredient­s: continuity and tangible progressio­n. Today, as Lee guides Rogue Legacy 2

through Early Access, we expect our Roguelikes to feed out lasting rewards as standard.

More than that, accessibil­ity has evolved into hybridisat­ion and infinite translatab­ility. Developers such as Red Hook Studios experiment­ed further, its 2016 title Darkest Dungeon thriving on the stark contrast between modern base building and the old terror of turnbased RNG. “We use the [Roguelike] genre as scaffoldin­g but then look at every possible feature with a fresh scorecard of ‘will this enhance this

game?’” says Tyler Sigman,

co-founder of Red Hook and design director on Darkest Dungeon. “This naturally leads to some risk-taking and innovation.” We can expect the forthcomin­g sequel to find a path of its own. “We simply didn’t want to make the same game again,” adds Chris Bourassa, Red Hook’s other co-founder and Darkest Dungeon’s creative and art director. “We’re leaning into the Roguelike structure even harder this time, and changing the metagame significan­tly.”

The concept of a ‘metagame’ – and the three developers’ stances on it – exemplifie­s how much Roguelikes have diversifie­d over time. The word sums up the modern emphasis on high-level systems determinin­g random drops and overall advancemen­t. For Bourassa, this has become an essential element. “What has become clear to me is just how vital a solid and rewarding metagame is,” he says. “I bounce off games that don’t provide adequate or interestin­g persistent rewards. The Roguelike characteri­stics of a game begin to break down for me into a sort of nihilistic chore loop unless the context in which I’m playing is relevant and rewarding.”

Lee is more circumspec­t, and wary of over-focusing on metagame rewards. “The meta-genre as a whole seems to be going further and further into becoming time-burner gacha games.” Too often, he says, “you’re trading away your actual

“I THINK THERE’S STILL A LOT OF ROOM TO PLAY WITH THESE SYSTEMS, AND TURN THEM INTO SOMETHING DIFFERENT”

physical time for item rolls,” with the beginning of each new run just a case of pulling the lever to see what you’ll get next.

Still, he concedes that such systems can make for enjoyable ‘chill’ gaming sessions, and recognises how central they are to Roguelikes these days. “We have these gacha systems in Rogue Legacy 2, but we’re putting our own twist on it,” he explains. “First off, our runs are three minutes or less, so these power-ups need to be consequent­ial immediatel­y. Secondly, we want getting these power-ups to be a choice. Players should be able to choose to not bother getting them, and still have an equal chance of beating the game. I think there’s still a lot of room to play with these systems, and turn them into something different, but the core conceit of a gacha system is almost unavoidabl­e at this point.”

It’s so pervasive, in fact, that when Spelunky 2 returned us last year to its school-of-hard-knocks approach to Roguelike design, it was something of a shock to the system. Yu, it seems, had no intention of radically rethinking his method. “With Spelunky 2, I wanted to do what I did with Spelunky, but bigger and better,” he says. “So I never really wanted to add a tangible progressio­n system to the sequel, even though I know those systems are popular.” Not that he’s dismissive of this tendency, exactly.

“I don’t see them as an improvemen­t or an upgrade to the formula – just a different approach to making these types of games.”

So how has Yu found the experience of standing firm in a market where expectatio­ns have changed radically since the release of the first Spelunky? “Overall, it’s been a great experience,” he says. “Definitely nerve-wracking at times, but thankfully it seems like there’s plenty of room for more Roguelike titles, and I like to think that Spelunky 2 has done as well as it has in part because of the extra awareness that comes with growth. Also, it’s nice not having to struggle to explain why it’s fun to die over and over again in randomly generated caves!”

Less clear, so far, is whether Spelunky 2 can appeal to players used to more cushioned Roguelike experience­s. “Spelunky 2’s release definitely expanded our fanbase significan­tly, but maybe not enormously… at least for now,” Yu says. As with the first game, he expects its reputation to grow over time. “It takes some effort to figure out how all of [Spelunky’s] various systems work together, and because your character doesn’t automatica­lly power up between runs, a lot of people bounce off it initially. I like to think that when a player discovers it – perhaps for the second or third time – and it clicks, then it’s the right time for them to become a fan.”

For those still preparing a second foray which focuses on new systems, there’s the worry that the simple fact of developmen­t time means standing still in a scene that is constantly moving forward. In the case of Darkest Dungeon 2, Sigman says, the core loop has been in place for two or three years now. “Some

“I FEEL LIKE MY VOICE COMES THROUGH A LITTLE CLEARER AS AN ARTIST IF I DON’T LET THE AUDIENCE IN EARLY”

things that might’ve been 100 per cent novel three years ago get done by other games in the intervenin­g time,” he says. “However, as a whole I think the market and evolving taste of gamers is a massive positive. What we are doing with the sequel hits squarely into what seems like a frothy evergreen appetite [for Roguelikes] amongst gamers.” Bourassa has a slightly different concern front of mind: “I’ve found myself struggling more with trying to live up to the original Darkest Dungeon as a creative enterprise than I have with fears about overcrowdi­ng in the Roguelike space. I think there’s more than enough room for us there, provided we do our jobs well.”

The sequel will get plenty of opportunit­y to test the latter point thanks to Early Access, enabling Red Hook to draw on fan feedback to help developmen­t in its later stages. It seems strange to consider now that when it adopted the process for its first game – just six years ago – the studio was something of an outlier. “When we released Darkest Dungeon, the prevailing opinion was that Early Access was dead,”

Bourassa says. “Turns out, it wasn’t! Early Access was an invaluable experience for us, and I think an exciting one for our players too. I feel that nowadays Early Access is much more accepted, and its success or failure comes down to the developer’s handling of it.” More than just accepted, in fact. Roguelikes and Early Access now seem inseparabl­e, a match made in heaven – or a different afterlife entirely. But we’ll get there shortly.

“I do think a lot of Roguelike games go Early Access just because they go so well together,” Lee says. He’s enjoying its impact on Rogue Legacy 2, quickly learning what people like or don’t and nudging the design accordingl­y. “For example,” he says, “when we first launched Rogue Legacy 2, we did a massive redesign of the mana system to let players engage more with spells. We looked at what players were doing, rehauled the numbers, and immediatel­y got a better response. If we had released the game as 1.0, I’m 100 per cent positive we would have been unable to make those sweeping changes.”

So Early Access is essential? Not quite. As with any Roguelike choice worth its salt, there also has to be a reason not to take it. Yu decided on a full ‘1.0’ release for Spelunky 2 followed by minor adjustment­s through patches. “It might seem like a superficia­l difference since both ways you’re making changes based on player feedback,” he says, “but I feel like my voice comes through a little clearer as an artist if I don’t let the audience in early. My concern is that, with Early Access, I’d be designing fundamenta­l parts of the game based on popularity, versus what I actually want to do.”

Contrastin­g philosophi­es aside, these veterans share a positive outlook on the new wave of Roguelikes cementing a reputation alongside their own work. When we raise the subject of recent developmen­ts that stand out, a few familiar names come up: Dead Cells, Slay The Spire and, of course, Hades.

“The one [developmen­t] that’s impressed me the most by far is Hades’ narrative system,” Lee says, “and their ‘item-lines’, which is a super-clever system that cleans up a ton of RNG issues, and enforces ‘good’ builds. It’s so naturally integrated that no one even notices it.” He’s referring to the way the game reacts to your choice of Boon

upgrades, channellin­g subsequent options to make interestin­g synergies more likely.

Hades does feel in many ways like the quintessen­tial modern Roguelike, sharing the elegant design sensibilit­ies of its predecesso­rs as well as their spark of innovation. It also hints at a new evolution, with Supergiant Games (an establishe­d maker of narratived­riven action games) approachin­g the format for the first time. As for what drew it to the Roguelike? Well, that’s rather telling about the current state of play.

“Before we knew anything else about the game, we knew we wanted to make it in Early Access,” says Greg Kasavin, Hades’ creative director. “We were drawn to making the game a Roguelike dungeon crawler both because we love games in this genre and found ourselves playing a lot of them, and also because we think the inherent replayabil­ity of such games lends itself well to Early Access. A traditiona­lly linear, story-driven game wouldn’t give our player community much to sink their teeth into over the course of developmen­t.”

As for the design itself, Kasavin notes a number of influentia­l sources. “Enter The Gungeon, The Binding Of Isaac, Darkest Dungeon, Spelunky, Rogue Legacy and Wizard Of Legend were just a few of the games we looked at that had excellent lessons in their structure and moment-to-moment play.” (It’s heartening to see all of our

“A ROGUELIKE STRUCTURE IS JUST A FOUNDATION – THERE’S REALLY NO LIMIT TO WHAT CAN BE BUILT UPON IT, OR EXPRESSED THROUGH IT”

interviewe­es namechecke­d.) He also singles out Dead Cells for its crisp, responsive feel, and Slay The Spire for its character choices and endgame Ascension modes – all of which Hades reflects and refines.

With little desire to replicate the gladiatori­al austerity of traditiona­l Roguelikes, though, the aim in developing Hades was to deliver the thrill of the form to more players. “If you get super-frustrated and quit out, you’re not looping through the game and discoverin­g all the variety,” Kasavin says. “We also wanted to give players some sense of control over the sheer randomness, providing a choice of starting weapon and ways to influence which types of power-ups appear, via the Olympians’ Keepsakes. While playing a Roguelike game, consciousl­y or not, you’re fighting back against the sense of randomness, trying to control it so things go more your way. We wanted to find the sweet spot between giving players a sense of control while still having lots of variety.”

But, as Lee points out, this ‘sweet-spot’ design garners far less attention than Hades’ showcase innovation – melding Roguelike repetition with strong narrative and characteri­sation. “We were really interested to see if we could add a sense of narrative depth and continuity to a Roguelike game, as we felt that the inherent structure of the genre could create an interestin­g framework for a story,” Kasavin says. A fitting framework, perhaps, but also a huge undertakin­g. “The story in Hades involved us doing a bunch of things we’d never done before, such as having a large cast of fully voiced characters, a speaking protagonis­t in Zagreus, and the relatively lightheart­ed and often humorous tone. It ended up quite big! Players tell us they’re still discoverin­g new story events more than a hundred hours deep.”

With all the resources this implies, perhaps it will be Hades’ more subtle adjustment­s, rather than its narrative grandeur, that seep into the next wave of Roguelikes – at least if the craft remains concentrat­ed in the hands of smaller indie studios. But as these designers continue to push forward, there’s a sense that Roguelike is not so much a distinct genre now as a strand of gaming DNA, spliced into all kinds of wares to produce strange and wonderful mutations. There’s no reason this mutation shouldn’t carry over to larger games – and indeed we’re starting to see the first signs of this transferen­ce in the time-loop designs of Housemarqu­e’s

forthcomin­g Returnal – and even this issue’s cover game.

Whatever’s next for the Roguelike, the developers we speak to are ready for it. “From both a gamer and game designer standpoint,” Sigman says, “I’m excited to see new settings given a Roguelike treatment.” As you’d probably expect, given how Darkest Dungeon helped push the Roguelike’s genre boundaries, the Red Hook bosses are in agreement here. “Ultimately, adopting a Roguelike structure is just a foundation – there’s really no limit to what can be built upon it, or expressed through it,” Bourassa says.

With Spelunky 2 now out in the world, we know Yu is turning his attention back to the long-awaited UFO 50 – but is he tempted to return to the ever-changing territory where he made his name? “I have some ideas of my own for non-Spelunky Roguelikes, but they’re not fully formed yet,” he says. “So we’ll see how it goes!”

As for Supergiant, it’s too soon for its devs to say whether revisiting the Roguelike is on the cards, but

Kasavin doesn’t rule it out. “One of the reasons we were excited to work on a Roguelike game was knowing a game like that would have the potential to keep challengin­g us and surprising us over the years we spent playing it and working on it,” he says. “We learned a lot working on Hades, and a lot of it we think is really interestin­g stuff, so I imagine we’ll continue to explore and build on some of these ideas in one form or another.”

Which leaves Lee. With the boundaries moving, even as Rogue Legacy 2 goes through Early Access, he is keen to explore. “There’s a ton of ideas that I’d love to do which have Roguelike design principles to them,” he says. “In my eyes, if you scrape everything else away, a Roguelike is just an improvisat­ion machine. The designer creates a set of concrete rules, and a set of random variables which tweak those rules. As long as the user has to play within those variables – and cannot just crush them away through choice – then you’ve got a Roguelike experience. With that much leeway, I’m not sure there is such a thing as limited potential for the genre.”

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 ??  ?? Where it all began, in 1980, hunting for the lost Amulet of Yendor in an intricate, procedural­ly generated dungeon. The legacy of Rogue now spans 40 years
Where it all began, in 1980, hunting for the lost Amulet of Yendor in an intricate, procedural­ly generated dungeon. The legacy of Rogue now spans 40 years
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 ??  ?? Derek Yu, founder of Mossmouth LLC and creator of Spelunky, one of the key games that sparked the Roguelike boom
Derek Yu, founder of Mossmouth LLC and creator of Spelunky, one of the key games that sparked the Roguelike boom
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 ??  ?? Greg Kasavin, designer and writer at Supergiant Games and creative director on 2020’s magnificen­t Hades
Greg Kasavin, designer and writer at Supergiant Games and creative director on 2020’s magnificen­t Hades
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 ??  ?? Tyler Sigman (left) and Chris Bourassa, co-founders of Red Hook Studios and creators of gothic Roguelike Darkest Dungeon, which has found a home on most platforms. A sequel is due for a full release this year
Tyler Sigman (left) and Chris Bourassa, co-founders of Red Hook Studios and creators of gothic Roguelike Darkest Dungeon, which has found a home on most platforms. A sequel is due for a full release this year
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