For this segment, we sat down to talk about what makes a good rogue-like, and the essential parts that must be there.
If there are two concepts that are opposed to one another in game design they would have to be skill and RNG (or Random Number Generator). They each have their own foundation in action and RPG design respectively, and many games that try to combine the two face an uphill battle. Understanding what both elements mean for progression is essential for any game designer who wants to skillfully roll the dice.
Today’s Critical Thought looks back at the first game I can think of that made use of FPS rogue-like design, the cult “classic” Immerencary. Journey with me back to the 90’s, as we talk about FMV acting, FPS design without a mouse of analog stick, and a game that kind of came before a lot of the popular trends today.