Posted November 16, 2014
I have tried examining how 'roguelike' Minecraft is! To do so, I have read up on a few attemp to define roguelike. Stevedog13 suggested , for which I am grateful! I also took a look at [url=http://www.roguebasin.com/index.php?title=Berlin_Interpretation]Berlin Interpretation and Screw the Berlin Interpretation, and of course the posts in this thread.
Game mechanics are in focus, not eyecandy
I think Minecraft passes this one. While high-res tilesets exists, almost all Minecraft players uses the standard tileset, where each tile is 16x16 pixels.
Eating and resource management
Minecraft has a hunger system, and there's lots of different food sources: gathering, fishing, hunting and agriculture. The player has a limited inventory.
Each new game should give a fresh experience
Minecraft passes this one too. This feature is primary a result of the procedurally generated environment, but also because:
The lack of eyecandy enables lots of variation in the actual game
Text-based games allows a lot of crazy ideas, like crafting a bladed sniper handgun in Zafehouse Diaries. This is possible because unlike 3D games, text-based games don't need to design, texture and animate every single object in the game.
Minecraft is 3D, which means that each object in the game need to be designed, textured and animated. So Minecraft is less roguelike than ASCII roguelikes in this area. However, the box-based aestetics and the low resolution pixelart textures means that this isn't a large hinderage for creating obscure content such as the Zombie Chicken Jockey.
Dungeon & Dragon inspired hack'n slash dungeoncrawler
There are so many feelings tied to this trope that it is worth a mention, even if its not considered fundamental to the roguelike genre. Minecraft only marginally fits in here.
Slowly creating something from scratch.
I think this is an important element of roguelike, and a reason why Race The Sun and a lot of other games with permadeath and procedural generated levels don't qualifies. The player carefully construct something, under the constant treat of permadeath. He may build a level 43 dwarf necromancer in a turn-based dungeoncrawler, or a farm with a giant tower in Minecraft, but the satisfaction is the same.
A clear overview of the environment
I'm not sure this is in any way important. On the contrary, I believe that unknown parameters like unidentified loot or invisible areas outside the players field of view are fundamental features, not bugs. On the same token, I don't see why lots of numbers makes a game 'more roguelike'.
But okay, let's compare:
Rogue's console screen consisted of 25x80 blocks. In Minecraft, the player is able to see as far as 512 blocks in either direction. So if this is important, then Minecraft is far more roguelike here than Rogue ever was.
Turn-based
Obviously, Minecraft is not turn-based! Then again, I have never understood the importance of this aspect. I have played Zafehouse Diaries (turn-based) and Don't Starve (not turn-based) and I never experienced anything that made me feel that the former were a truer form of roguelike. But:
Abstinence and virtue
I think there is some sort of dogma at play here. This may be the key reason why roguelike is the only genre where a lot of players insist that the label only applies to games which are faithful clones of a single 30 year old game. ASCII characters or simple tilesets to represent the entire gaming world, grid-based movement, turn based play and lots of numbers can all be tied together under the abstinence label. Minecraft fails this one.
Yet Another Stupid Death
The deaths should be fair. Every time you die, You should know exactly what you did wrong, and learn from it. Minecraft passes this one.
Game mechanics are in focus, not eyecandy
I think Minecraft passes this one. While high-res tilesets exists, almost all Minecraft players uses the standard tileset, where each tile is 16x16 pixels.
Eating and resource management
Minecraft has a hunger system, and there's lots of different food sources: gathering, fishing, hunting and agriculture. The player has a limited inventory.
Each new game should give a fresh experience
Minecraft passes this one too. This feature is primary a result of the procedurally generated environment, but also because:
The lack of eyecandy enables lots of variation in the actual game
Text-based games allows a lot of crazy ideas, like crafting a bladed sniper handgun in Zafehouse Diaries. This is possible because unlike 3D games, text-based games don't need to design, texture and animate every single object in the game.
Minecraft is 3D, which means that each object in the game need to be designed, textured and animated. So Minecraft is less roguelike than ASCII roguelikes in this area. However, the box-based aestetics and the low resolution pixelart textures means that this isn't a large hinderage for creating obscure content such as the Zombie Chicken Jockey.
Dungeon & Dragon inspired hack'n slash dungeoncrawler
There are so many feelings tied to this trope that it is worth a mention, even if its not considered fundamental to the roguelike genre. Minecraft only marginally fits in here.
Slowly creating something from scratch.
I think this is an important element of roguelike, and a reason why Race The Sun and a lot of other games with permadeath and procedural generated levels don't qualifies. The player carefully construct something, under the constant treat of permadeath. He may build a level 43 dwarf necromancer in a turn-based dungeoncrawler, or a farm with a giant tower in Minecraft, but the satisfaction is the same.
A clear overview of the environment
I'm not sure this is in any way important. On the contrary, I believe that unknown parameters like unidentified loot or invisible areas outside the players field of view are fundamental features, not bugs. On the same token, I don't see why lots of numbers makes a game 'more roguelike'.
But okay, let's compare:
Rogue's console screen consisted of 25x80 blocks. In Minecraft, the player is able to see as far as 512 blocks in either direction. So if this is important, then Minecraft is far more roguelike here than Rogue ever was.
Turn-based
Obviously, Minecraft is not turn-based! Then again, I have never understood the importance of this aspect. I have played Zafehouse Diaries (turn-based) and Don't Starve (not turn-based) and I never experienced anything that made me feel that the former were a truer form of roguelike. But:
Abstinence and virtue
I think there is some sort of dogma at play here. This may be the key reason why roguelike is the only genre where a lot of players insist that the label only applies to games which are faithful clones of a single 30 year old game. ASCII characters or simple tilesets to represent the entire gaming world, grid-based movement, turn based play and lots of numbers can all be tied together under the abstinence label. Minecraft fails this one.
Yet Another Stupid Death
The deaths should be fair. Every time you die, You should know exactly what you did wrong, and learn from it. Minecraft passes this one.
Post edited November 16, 2014 by KasperHviid