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How Roguelites Are Taking Over Games

Embark on a journey through gaming history as we explore the rising trend of Roguelite mechanics, echoing the transformative impact RPG elements had in the early 2000s. These mechanics, characterized by short, repeatable playthroughs with randomization and meta-progression, are infiltrating diverse game genres. Offering short-session play opportunities and massive content reuse. Will Roguelites shape the future of gaming, unfolding a new chapter in the ever-evolving landscape of game design?

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Comments

Sorry about the typo

Erica Carswell

Seasons greetings team . I love histoey and enjoyed the content. I would Like to see a video about Egtptian Queen Hatshepsut i thank that would be great

Erica Carswell

I have to point out you never defined WTF a "roguelite" is? I saw the video and I still have no idea what the term means. Can someone explain it to me, please?

Jason Youngberg

That's fair, I can see how that would be really frustrating! I think my limited playtime fits well with roguelites. I could be doing well but when I die it's usually time to put things down. Then when I come back It's an easy reorientation. I never have to remember exactly what I was doing before.

Extra History

We try really hard to make them differentπŸ˜‚

Extra History

Nice ad segue, lol.

Pyrian

In regards to your talk about a roguelite encouraging/forcing the player to attempt different styles of gameplay... I hate when games do that. It's not something games have a hard time getting me to do, but I want to MASTER one style, and then after completing the game, if the game was any good I'll start a new run, with a new style/build and attempt to then master that run. I've completed all 3 Dark Souls games with most if not all possible "styles" the game allows for, aside from some runs that just seem more painful and/or tedious, rather than fun. When a game makes me change styles before I'm ready, it's just frustrating. Especially with roguelikes, when I find a build/style that's really working and giving me good results... and then I make one dumb mistake and die and I know I'll never get to try that run again. It's straight up demoralizing and makes me put the game down for a while, if not forever because what's even the point now. I'm never going to master anything because it keeps changing and I'll never get to try that awesome build again unless I get extremely lucky.

Kevin Bartelen

It's funny that you talk about RPG mechanics being added to Shooters and Sports games as a way to keep player attention... Because as much as RPGs are my favorite game genre, for me those mechanics ruined the enjoyment I used to get from those two genres. If I'm playing a competitive game, I really don't want someone to have an advantage over me because they grind (or pay for in some cases) levels. If I'm going to be worse at the game than them, I want it to be my skill that determines that. RPG mechanics are for Solo and Coop games only in my opinion. Game where levels, mine or my friend's are only beneficial to the experience and not a negative for anyone.

Kevin Bartelen


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