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The only real problem with making the definition so broad as to incorporate all of the indie procedurally-generated perma-death games coming out recently is that it dilutes the definition as to become meaningless -- you can no longer know what to expect when you google, or talk about, "rougelike"s.

What I don't understand is what's wrong with just tossing in a new term, instead of latching on and diluting an existing fairly well-defined term.

It's quite clear on the surface, and deeper into it, that they're not the same style of game (from emotional impact, to design structure/goals, to lineage, to graphical design), and often don't even appeal to the same communities



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