Roguelike vs Rogue-lite and why the distinction is important when discussing Sanctum

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Astasia wrote:
I apologize if my use of the word "adjacent" confused you.


Apology accepted on behalf of those for whom we are trying to achieve clarity here. Go in peace, wise and smart fellow.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
Last edited by Foreverhappychan#4626 on Dec 13, 2022, 12:45:55 AM
I'm definitely not going to get caught up in a 3rd, "adjacent" definition, lol.

Again, my point still stands that I'm not sure its relevant anyways what specific term GGG intended to pay homage to this legaue, nor whether the players actual care, as long as it lands well to them, understanding each player might have a specific expectation in the grey area "roguelite" exists in.

Reddit isnt always the best place to see what reactions are, mostly because of how upvoting / downvoting works, but there were a few decent posts I saw, that's seemed reasonable.

Some of the valid ones revolved around the 1 floor max reservation (8 rooms), and the disconnect that was happening. Not remembering what they had planned or selected. I could see wanting to save 4 floors (32 rooms), and do it in one true shot, which actually is more rogue-ish. I could see how mapping and other activities could make Sanctum feel disjointed.

Others describe the wild Santcum experience variations whether you choose melee, minions, or range, with melee clearly being a hot mess. Normally the character you select isnt a hindering factor in a rogue experience.

Its early though in fairness. Perhaps Sanctum will get smoothed out a bit over the coming weeks. I wont be playing, but still lurking of course.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
I trust the scuttlebutt and conch-passing on niche reddits, especially when I randomly spot a dev I deeply respect on one giving his take on roguelikes vs ARPGs. :P

Two relevant quotes from that one btw:

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So I wouldn't consider Diablo (or Path of Exile) to be roguelikes, even on hardcode mode, like some here have suggested. But I don't think there's a real hard line so much as a guiding factor of to what degree, during normal gameplay, the player is under time pressure to do something. Different people could disagree about how much that pressure is for the same game.


which seems to reinforce my own stance, but:

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Spelunky, which is definitely real-time and has elements of time pressure on individual tasks...is some form of roguelike with some actiony elements.


With the proviso that in Spelunky, one can:

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[feel] free to pause and consider [their] options


Now that's important because he's pointing out that a pause option simulates turn-based play, and I agree based on another real-time game I played the shit out of but paused a LOT: Neverwinter Nights. And in that case it made sense because of course NWN was based on one of the longest-running turn-based roleplaying games: Dungeons & Dragons.

So...in the end, I consider Mark1's sentiments a gentle bulwarking against the notion that The Forbidden Sanctum aspires to be a roguelike but instead a rogue-lite, *with the qualification* that Mark1 doesn't mention rogue-lites in his post because they weren't relevant to it. However, he does stress that turn-based is, to him, a cornerstone of the roguelike and not the ARPG, sooooo...these are dots I do not feel bad connecting.


PS lurking *is* playing...just a different sort of game.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
Last edited by Foreverhappychan#4626 on Dec 13, 2022, 2:24:02 AM
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Astasia wrote:
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Draegnarrr wrote:
the relic mechanic adds less meta progression than unlocking Judas on isaac though, or thunder thighs etc.


I don't know how you can consider doubling your base resolve and adding bonus inspiration per floor while significantly increasing coin pickups as a small amount of meta progression. I've seen some of the relics, they can have a very substantial effect on the league mechanic. A single relic isn't much, but you can fill the grid out and it adds up quite a bit. The meta progression is one of the most functional aspects of the league right now, and is an incredibly important part of it, if only resolve wasn't fubar.


I'm probably missing some better relics for comparison but just going off my own stash they are completely irrelevant

What i'm trying to say is if you add every relic together that i've found so far they would make less impact on a run than a single +1 dodge would in hades. Infact they haven't impacted any of my runs so far i've either smooth sailed or failed due to which afflictions im given.
No clue what it is, for now its a leaguemechanic that can thankfully be ignored up to lvl83 (where monsterpower gets locked in place and players become stronger)

It approximately takes one month before most players reach maps and accumulate enough orbs to craft gear which lets you play "hard*"-content, the remaining two months can be played like a game if a few friends remain on the list.
And because its a tradinggame where you are in competetition with others, leveling up together and sharing orbs is not a welcome sight under timeconstraints.

The yellow mobs did indeed feel more significant this time around, seems to be ANs influence, and for that reason it probably takes another 3 weeks till i´m allowed to set foot in this black hole vortex thingy.

Unless i want 10minutefights per mob which lead to slow resolvedrain.

Dungeonnotcrawler ?
https://www.youtube.com/watch?v=drDs-Y5DNH8
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Lachdanan wrote:


Dungeonnotcrawler ?


Dungeonrunner, technically, but that's invoking one of the truly great lost hits of the 2000s, Dungeon Runners, an MMO with Diablo-style gameplay and satirical writing. Pretty sure there was a spell called Blue Screen of Death. And quest descriptions like this:

Spoiler


Townston. LOL.

But yeah, PoE is a dungeon runner. Dungeon dasher. Dungeon sprinter. In fact none of those really capture it. Dungeon blinker maybe.

None of which sound even vaguely in line with the pace of the roguelike to me.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
Last edited by Foreverhappychan#4626 on Dec 13, 2022, 4:59:57 AM
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Foreverhappychan wrote:


Wow, really awesome response!

I obviously didn't know about bones files and am going to take a small dive in a bit. But I will ask since I feel it's pertinent to the topic: was that meta-progression player-made or developer-intended? In other words, was it aftermarket or part of the product as was?

To my knowledge rogue-lites also reset the environment per run, although they DO have set areas with certain specifics (a castle, a cave, a dungeon, etc). But then came the natural collision of that with a factor defining the other 'run-based' genre du jour, the Soulslike: the persistent dungeon that allows you to fine-tune each run based on knowledge gleaned *and* power accumulated. So if the randomised layout per run is more roguelike than rogue-lite now, I totally cede that point and let the judgment needle swing a little back to the roguelike and away from rogue-lite.

Regarding real-time and turn-based: you make a good point, and we have to also remember that the mould for the ARPG was itself originally turn-based. Diablo 1 only became real-time when Brevik gave real-time Diablo testing a go (there was a lot of scepticism) and realised how well it works. I'd argue (maybe after a few more beers) that THAT weekend was the moment when Diablo became something truly memorable and not 'just another rpg'. It was one of those before-and-after time-breaking moments. So with that in mind, and the nature of the 'server tick', the division between real-time and turn-based becomes less relevant. But I maintain in PoE's case, even back when we had to deal with a sort of unintended turn-based effect from desync, the real-time nature of the game pushes Sanctum deeper into rogue-lite than roguelike territory. Through that post-Diablo moment. Once they did away with desync, GGG embraced the 'timing' of their design much more aggressively, as shown by the Labyrinth, which 100% could not have been done with desync. I actually think they had that idea well before they fixed desync. Sanctum has been repeatedly compared to Lab, so I think that decisively places it as real-time/timing /reflex based rather than the inherently tactical nature of true turn-based gaming.

Thank you again for your post. Really thought-provoking.

edit: Okay, little dive done. So as I read it, bones files are built into some roguelikes (specifically nethack?) as a sort of random chance to respawn a level after you've died. This includes loot lost on death *and* whatever monsters caused that death, so it's considered a two-edged sword. Some reddit discussion indicated that players often delete bones files as they feel it fucks with the RNG a little too much. Either way, since the progress is still dictated by RNG and isn't guaranteed, I'd say that Rogue Legacy's innovation of making accumulated progress deterministic is the first instance of true meta progression in the evolution of the rogue 'legacy', if you will.


Yeah, bones files were, are, and forever will be a contentious feature, although they're very much intended by the developers. Their status as a double-edged sword is quite obvious once you think about the game progression of Nethack. The player is supposed to get to the bottom of the dungeon, steal the amulet of Yendor, then move back UP to attempt ascension. When doing this, the wizard will repeatedly appear and summon all sorts of horrendous creatures in an attempt to recover his prize. If one were to die during this ascension close to the exit, and a bones file were created, the next unsuspecting adventurer will come upon a level filled with gorgons, dragons, minotaurs, and who knows what else, at a time when the occasional Rothe would be considered a challenge. Results are rarely pretty in those cases.

But to go back to roguelike and rogue-lite, you are absolutely correct that Rogue Legacy cemented the out-of-game meta-progression as a core feature, away from the RNG nature of bones files and the like. As I said, if you do something different and it ends up spawning new terminology together with spiritual successors, you must have done it really well to start with.

As for Diablo, ironically the fact that it didn't start as a real-time ARPG probably helped, because it did something no other ARPG has done since. Diablo isn't exactly real-time, there's a sort of internal tick rate because all actions in the game happen in multiples of 0.05 seconds. Balrogs, IIRC, and players with a particular set of gear, had the fastest action - stun recovery at 0.10 seconds. A hasted sword would attack in 0.15 seconds if one was a Warrior, and so on and so forth. This, together with the grid nature of the whole thing (another trait inherited from its roots I'd bet), made the flow of the game absolutely brilliant. It was done away in Diablo 2 and has never been seen since. I kind of understand why though, with modifiers to attack and movement speed that could appear in multiple pieces of gear and add up to literally any number, having such clunky "breakpoints" to attack and move speed would have been awful.

Speaking of Diablo, were you by any chance a regular poster at the LL or AB? Your style of posts does remind me of it.
Last edited by Walkiry#7196 on Dec 13, 2022, 5:44:33 AM
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Draegnarrr wrote:
I'm probably missing some better relics for comparison but just going off my own stash they are completely irrelevant

What i'm trying to say is if you add every relic together that i've found so far they would make less impact on a run than a single +1 dodge would in hades. Infact they haven't impacted any of my runs so far i've either smooth sailed or failed due to which afflictions im given.


The free relic I got in act 2 adds like +25 max resolve and restores around 25 resolve on boss kill. It takes up 2 slots in the grid, which is what 4x6 or 4x8? Just stacking 10 of those nearly doubles base resolve and restores the equivalent of a full resolve bar every boss kill.
on a good run I finish with 1000 inspiration though, so doubling my bar doesn't seem particularly relevant :p

i'm not disputing what your saying btw I just think we fall on opposite sides of what meta progression means and what its being compared to in this circumstance. So far in FS here I've experienced the least meta progression of any rogue-anything i've ever played including ones that ostensibly don't have meta progression.
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Draegnarrr wrote:
on a good run I finish with 1000 inspiration though, so doubling my bar doesn't seem particularly relevant :p


I imagine that is mostly because you are playing a hexblast trapper with temp chains and can safely ignore the resolve mechanic. Almost like you built specifically to trivialize the challenge of the league. Try it with melee and see if extra resolve would be helpful or not then.

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