• Home
  • Riffs on Roguelikes: Fourteen Years of 7DRLs

Riffs on Roguelikes: Fourteen Years of 7DRLs

Canon formation is as contentious as it is necessary. To talk critically about gameplay, to understand what gameplay is and isn’t, and even to recognize when gameplay is new, requires us to build a vocabulary about gameplay. Part of this vocabulary is to understand what we mean when we refer to genres. One particular genre of interest to myself is the roguelike genre. The Seven Day Roguelike (7DRL) Challenge is an annual game jam in which we try to make games inside this genre. I have taken this opportunity to explore the meaning of “”roguelike”” by intentionally picking themes that I felt could not be adapted to the genre. After fourteen such challenges, I’ve amassed a large set of data points to address the question. My contributions are two-fold. First, I present my own results, which I believe do provide evidence that the term roguelike exists as a gameplay term rather than just an art-style term. Second, I provide an example of using intentional genre-pushing as a method of experimentation. This process could easily be applied to other genres to better identify their realms of influence.

Event Timeslots (1)

Room 203 (Thurs)
-
Jeff Lait
Canon formation is as contentious as it is necessary. To talk critically about gameplay, to understand what gameplay is and isn\'t, and even to recognize when gameplay is new, requires us to build a vocabulary about gameplay. Part of this vocabulary is to understand what we mean when we refer to genres. One particular genre of interest to myself is the roguelike genre. The Seven Day Roguelike (7DRL) Challenge is an annual game jam in which we try to make games inside this genre. I have taken this opportunity to explore the meaning of \"\"roguelike\"\" by intentionally picking themes that I felt could not be adapted to the genre. After fourteen such challenges, I\'ve amassed a large set of data points to address the question. My contributions are two-fold. First, I present my own results, which I believe do provide evidence that the term roguelike exists as a gameplay term rather than just an art-style term. Second, I provide an example of using intentional genre-pushing as a method of experimentation. This process could easily be applied to other genres to better identify their realms of influence.

Sign up for the IndieCade Newsletter

Subscribe

* indicates required

Please select all the ways you would like to hear from IndieCade:

You can unsubscribe at any time by clicking the link in the footer of our emails. For information about our privacy practices, please visit our website.

We use Mailchimp as our marketing platform. By clicking below to subscribe, you acknowledge that your information will be transferred to Mailchimp for processing. Learn more about Mailchimp's privacy practices here.

Alumni Signup
Are you an IndieCade Alumnus? We want to know! If you've been a speaker, organizer, juror, or presented your game at IndieCade or any IndieCade-related showcase (ex. IndieCade @ E3, IndieCade @ SIGGRAPH, etc. - doesn't need to have been a finalist) we'd like to be in touch.