What qualities do you consider to be "essential" to a roguelike?

Hey, happy to comment. It's an interesting thought.

Oh, just. I like games that give weight to decisions, from how you interact with people, to how big your packed lunch is, to what weapons you keep with you, etc. If I can just save/reload when I fuck things up with an NPC, or if I have to intentionally limit myself to experience a sense that I am in danger, or if I ever have to fight the same fight under the exact same conditions, I'm probably only gonna play it once

I don't know if you've ever played Bloodborne, but the enemy AI makes me wet, and basically fills the same role as procedural generation for me. Death is lore-friendly, even if it's not permanent. I'm on my fourth playthrough and I'm still on my toes, and there are still so many things I want to try. Does that make it a roguelike? Nah, it doesn't, but it does make me want to implement procedural AI into a roguelike, and it does make me question what permadeath actually is - I mean, what happens when somebody dies? Does the world stop existing?

/r/roguelikes Thread Parent