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uses | 10 months ago

Indeed, the distinction used to be useful. But now, it's not useful because honest-to-God roguelikes are just not getting made outside hobby projects. Meanwhile, roguelites have become a core pillar of modern gaming, artistically and commercially. I think calling roguelites roguelikes is perfectly fine. It's simply what the genre became.

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chongli|10 months ago

I prefer that they be hobby projects or solo-developer crowdfunded efforts. Generally, I find that the traditional (waterfall) lifecycle of commercial games is not conducive to a good Roguelike. This is because the game is quickly shifted into maintenance-mode after release and stops receiving major updates soon after.

Roguelikes really benefit from long-term development and continual balancing, new content, and quality of life updates in response to feedback from players. These are games meant to be played and mastered over the course of several years. Traditional commercial game releases are much better suited to one-and-done style single play-throughs.

The other major commercial model, the subscription- or microtransaction-supported long-term game development, such as you'd see with popular multiplayer games like Fortnite or League of Legends, would seem to be a viable alternative for Roguelike development. I don't think it would work out in practice, however, since most gamers don't seem to be interested in playing a game to mastery unless it involves a high level of competitive play.

card_zero|10 months ago

That's horrible, but I can't stop you.