Roguelike Radio

Episode 77: The Hero Trap

8 snips
Aug 8, 2013
In this engaging discussion, game designer Eben Howard, known for his insights on roguelike mechanics, addresses the often-misguided 'Hero Trap' that players fall into. He and the hosts explore how narrative framing in games like FTL encourages heroism, often leading to risky decisions. They delve into strategies such as teaching players to retreat, recommending beginner-friendly builds that focus on stealth, and revising XP models to reward non-combat approaches. They also discuss creating meaningful narratives and tactical frameworks to enhance player experience in roguelikes.
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INSIGHT

Roguelikes Aren't Hero Simulators

  • Roguelikes present you as a fragile rogue, not an invincible hero, and that expectation must be managed.
  • Players from other genres default to 'hero' behavior and get trapped trying to do everything, which breaks roguelike design.
ANECDOTE

FTL Spider Event Reveals Hero Bias

  • Darren uses FTL's Giant Spider event as an example of players missing the 'do nothing' option and always choosing to help.
  • That default heroic choice often leads to severe negative consequences and player frustration.
ADVICE

Lock Or Mark High-Risk Content

  • Consider locking dangerous optional content behind progression or flagging it clearly as high-risk for new players.
  • Provide warnings or require minimal milestones before players access heroic-but-lethal quests.
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