Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Especially around the cheeks...
that is where I got my conclusion from, and I strongly believe that the purpose of language is to effectively and quickly transfer our thoughts to another person.
That's why in language, "correct" definitions are important to set, and in language, sometimes "Majority is right". But the problem is, over time, different, and newer people, may have an unclear understanding of a term, and cause a Majority-Misconception. This is why I'm trying to dig up what the term roguelite "MEANT" , and what it means now, and if the meaning is lost to time, then I'm trying to spread it again.
Rogue"Lite" means it's somewhat... lighter? smaller? so it makes sense that rogue-lite is a game that only has some elements, and the main elements being "Permadeath" and "Randomly Generated" makes the most sense.
These two traits also, implies another trait, "Multiple possible runs". No point of buying a game where once you die, you can't restart.
Full face for some people. Full on dies irae for some playing those rouge-likes.
The type of genres they're defining are so similar that it might as well just be one definition.
It's pretty much the same as saying PVP shooters and PVE shooters are different genres. They have slightly different characteristics, but they're still shooters at their core.
Basic definition of what a rogue-like should have but not necessarily all the elements are required. One of my favorite rogue-likes, Angband and it's variants, doesn't fit some of the points but I'd still consider it a rogue-like. Personally, if it doesn't have ASCII graphics I consider it a rogue-lite. It's pretty much open to personal interpretation really though.
Cloak and dagger mean you not carrying any armor while welding a sword and is a signature of a rogue in rpg. Sword and shield mean you have both armor and weapon.
Wizards tend to be roguelike in games carrying sword and robe. Because there's a balance between damage and protection.
In a real fight I wouldn't want to be the guy in the cloak but games uses its own game-time that roguelike games been used to explain the concept of superhuman agility.
ROgue lites basically skip the permadeath or give you somethin g that carries over between sessions.
Apart from games that are just throwing hot buzzwords into their store description, I don't hold what some would call an elitist or purist view of roguelikes and I think that games with post-death progression can still be considered roguelikes.
Even ToME has forms of post-game progression and many traditional and famous roguelikes like Nethack for example, have certain areas that are static throughout the game which would technically break "the rules" of the genre.
And the "I'll know it when I see it" in the link has some sort of... hyperlink? That apparently takes me to a wikipedia page.
https://en.wikipedia.org/wiki/I_know_it_when_I_see_it
And in this page, I can quote exactly what I want to say the situation is with Roguelikes/Roguelites:
I guess again, as the marked answer, it's now open to personal interpretation, because virtually almost no one except like 3-4 people in this thread somewhat agrees with making both terms different from each other.