

Episode 70: Introducing People to Roguelikes
4 snips Apr 25, 2013
Eben Howard, a contributor to the roguelike community, and indie developer Aaron Steed delve into the world of accessible roguelikes. They discuss how new players often hesitate with turn-based mechanics and the intimidating nature of tight gameplay balances. The pair also explore the importance of theme and clarity in interfaces, sharing how approachable games like FTL and Pokémon Mystery Dungeon can attract newcomers. With insights on designing for player comfort and suggestions for accessible titles, listeners gain valuable tips on welcoming new fans into the genre.
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Players Too Scared To Bump Enemies
- Aaron showed multiple new players too scared to bump into enemies and instead ran in circles until they died.
- Observing this surprised experienced roguelike players because the required action (bumping to attack) is simple but counterintuitive to real-time habits.
Tight Balance Can Paralyze Newcomers
- Tight balance and one-life systems create paralysis in newcomers used to forgiving games.
- Ido explains that excessive consequence density makes players overreact and avoid experimenting.
Match Game To Person, Not Genre Ideal
- Choose the first roguelike to match the newcomer's interests rather than assuming one 'best' starter.
- Consider theme, UI, and tolerance for punishment when recommending games.