Roguelike Radio

Episode 107: Listeners Q&As

Sep 9, 2015
Mark Johnson, a roguelike developer known for his work on procedural generation, and Alan Charlesworth, a content creator from IndieOcean, dive into the world of roguelikes. They explore hybrid games that blend genres with roguelike mechanics and discuss the impact of classic roguelike features on new designs. Mark shares advances in procedural generation, while the team debates the potential of narrative-driven content. They also brainstorm unique mechanics and thematic diversity within roguelikes, questioning why a Robin Hood roguelike hasn't emerged yet.
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INSIGHT

Roguelikes As Foundations

  • Roguelikes can be foundations rather than add-ons when designers import mechanics from other genres.
  • Darren Grey highlights DoomRL and Doom or L as examples where roguelike cores adopt external feel successfully.
ANECDOTE

Dwarf Fortress As Hybrid Example

  • Dwarf Fortress blends classic roguelike mechanics with a civilization simulation to create something unique.
  • Darren Grey cites Dwarf Fortress as an example of branching away from single-IP adaptation toward original long-term success.
ADVICE

Use Hooks, Then Find Your Own Path

  • Use familiar IP or genre hooks to communicate your game's idea quickly, but consider a unique path for long-term freedom.
  • Darren Grey warns that IP hooks help short-term attention but limit creative freedom later.
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