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===Growth of the rogue-lite (2005–onward)=== The roguelike genre saw a resurgence in Western markets after 2000 through [[Independent video game development|independent developers]] who created a new subgenre designated "rogue-lite", though the games are also sometimes called "roguelike-likes". Indie developers began to incorporate roguelike elements into genres not normally associated with roguelikes, creating games that would form the basis of this new subgenre. Two of the earliest cited examples of rogue-lites are ''[[Strange Adventures in Infinite Space]]'' (2002) and its sequel ''[[Weird Worlds: Return to Infinite Space]]'' (2005) by [[Digital Eel]], both space exploration games that included randomly generated planets and encounters, and permadeath. Digital Eel based their work on the space exploration game ''[[Starflight]]'' along with roguelikes like ''NetHack'' but wanted to provide a shorter experience that would be easier to replay, akin to tabletop [[beer and pretzels game]]s like ''[[Deathmaze]]'' and ''[[The Sorcerer's Cave]]'' that has elements in common with roguelikes.<ref name="digitaleel interview"/><ref>{{cite web | url = https://www.gamedeveloper.com/design/making-a-case-for-short-games | title = Making a Case for Short Games | first = Rich | last = Carlson | date = May 2, 2005 | access-date = August 31, 2014 | work=[[Game Developer (website)|Game Developer]] | archive-date = September 10, 2014 | archive-url = https://web.archive.org/web/20140910195738/http://www.gamasutra.com/view/feature/130705/making_a_case_for_short_games.php | url-status = live }}</ref> [[File:Crawl screenshot 6.png|thumb|right|''[[Crawl (video game)|Crawl]]'' (2014) is a multiplayer, [[brawler]]-based rogue-lite that has up to four players playing in a mixed cooperative/competitive gameplay to explore procedurally generated dungeons.]] ''[[Spelunky]]'' (2008), released shortly after the formation of the [[Berlin Interpretation]], is considered to be a major contribution to the growth of indie-developed rogue-lites.<ref name="usgamer guide"/><ref name="pcgamer 50">{{cite web | url = http://www.pcgamer.com/most-important-pc-games/ | title = The 50 most important PC games of all time | date = January 18, 2016 | access-date = January 18, 2016 | work = [[PC Gamer]] | author = ''PC Gamer'' staff | archive-date = April 30, 2019 | archive-url = https://web.archive.org/web/20190430071630/https://www.pcgamer.com/most-important-pc-games/ | url-status = live }}</ref> ''Spelunky'' was developed by [[Derek Yu]], who wanted to take the deep gameplay that is offered by roguelikes and combine it with the ease and pick-up-and-play of a [[platform game|platformer]]. The result was a platform game incorporating the notion of permadeath in which the player takes an explorer character through randomly-generated caves.<ref name="gamespy roguelikes"/> The intent was to create "deep" gameplay in which the game could be replayed over and over again, with the randomly generated situations driving the need for the player to develop novel, emergent strategies on the fly. Developer [[Jason Rohrer]] stated that ''Spelunky'' "totally revamped my thinking about single-player videogame design".<ref>{{cite web | url = http://www.escapistmagazine.com/articles/view/video-games/issues/issue_209/6235-Infinite-Caves-Infinite-Stories | title = Infinite Caves, Infinite Stories | first = Anthony | last = Birch | date = July 7, 2009 | access-date = May 4, 2015 | work = [[The Escapist (magazine)|The Escapist]] | archive-date = April 13, 2015 | archive-url = https://web.archive.org/web/20150413044838/http://www.escapistmagazine.com/articles/view/video-games/issues/issue_209/6235-Infinite-Caves-Infinite-Stories | url-status = live }}</ref> [[Edmund McMillen]], the developer of ''[[The Binding of Isaac (video game)|The Binding of Isaac]]'' (2011), and Kenny and Teddy Lee, the co-developers of ''[[Rogue Legacy]]'' (2012), credit Yu's approach with ''Spelunky'' as showing how to distill down the nature of a traditional roguelike to apply it to other gaming genres which they had done for their rogue-lites.<ref name="gamespy roguelikes" /><ref name="polygon spelunky">{{cite web |last=Frushtick |first=Russ |date=October 23, 2012 |title=Spelunky: The Everlasting Platformer |url=http://www.polygon.com/2012/10/23/3544914/spelunky-the-everlasting-platformer |url-status=live |archive-url=https://web.archive.org/web/20160102024410/http://www.polygon.com/2012/10/23/3544914/spelunky-the-everlasting-platformer |archive-date=January 2, 2016 |access-date=December 23, 2015 |work=[[Polygon (website)|Polygon]]}}</ref><ref>{{Cite web |last=Stanton |first=Rich |date=July 29, 2013 |title=The making of Rogue Legacy |url=http://www.eurogamer.net/articles/2013-07-29-the-making-of-rogue-legacy |url-status=live |archive-url=https://web.archive.org/web/20151224103800/http://www.eurogamer.net/articles/2013-07-29-the-making-of-rogue-legacy |archive-date=December 24, 2015 |access-date=December 23, 2015 |work=[[Eurogamer]]}}</ref> Justin Ma and Matthew Davis, the co-developers of ''[[FTL: Faster Than Light]]'' (2012), credited both ''Weird Worlds: Return to Infinite Space'' and ''Spelunky'' as part of their influence for ''FTL''.<ref name="polygon spelunky" /><ref>{{cite web |date=March 28, 2013 |title=IGF awards 2013: FTL acceptance speech for Excellence in Design award |url=http://www.gdcvault.com/play/1018124/IGF-Choice-Awards |url-status=live |archive-url=https://web.archive.org/web/20160216033307/http://www.gdcvault.com/play/1018124/IGF-Choice-Awards |archive-date=February 16, 2016 |access-date=January 1, 2016 |publisher=[[Game Developers Conference]]}}</ref> All of these games earned critical praise, and their success has led to a more modern resurgence in rogue-lites since their release.<ref name="gd heart" /><ref name="usgamer guide" /><ref name="ign rebirth" /> The newfound success in rogue-lites is considered part of a larger trend in those that play both board and computer games, looking for "rich play experiences", as described by ''100 Rogues'' developer Keith Burgun, that more popular titles may not always offer.<ref name="gd heart"/> David Bamguart of Gaslamp Games stated that there is a thrill of the risk inherent in rogue-lites with random generation and permadeath, helping the player become more invested in the fate of their player character: "The deadly precariousness inherent to the unknown environments of roguelikes gives that investment a great deal of meaning."<ref name="gi.biz">{{cite web | url = http://www.gamesindustry.biz/articles/2013-01-30-where-im-a-brief-look-at-the-resurgence-of-roguelikes | title = Where I'm @: A Brief Look At The Resurgence of Roguelikes | first = Dan | last = Pearson | date = January 30, 2013 | access-date = August 30, 2014 | work = [[GamesIndustry.biz]] | archive-date = September 3, 2014 | archive-url = https://web.archive.org/web/20140903135329/http://www.gamesindustry.biz/articles/2013-01-30-where-im-a-brief-look-at-the-resurgence-of-roguelikes | url-status = live }}</ref> Additionally, many of these newer rogue-lites strive to address the apparent high difficulty and ruthlessness that traditional roguelikes were known for, and newer players will be able to find more help through user-generated game guides and walkthroughs made possible through wide Internet accessibility.<ref name="gi.biz"/> Fabien Fischer offers that players have taken to independently developed rogue-lites as they have tired from "superficial gameplay, whitewashing spectacle, the content craze, and [[Operant conditioning chamber|Skinner Box]] design" in titles produced by [[AAA (video game industry)|AAA]] developers and publishers.<ref>{{cite web | url = https://www.gamedeveloper.com/design/what-do-you-mean-losing-is-fun- | title = What do you mean, losing is fun? | first = Fabian | last = Fischer | date = February 4, 2016 | access-date = February 4, 2016 | work=[[Game Developer (website)|Game Developer]] | archive-date = February 5, 2016 | archive-url = https://web.archive.org/web/20160205095312/http://gamasutra.com/blogs/FabianFischer/20160203/264990/What_do_you_mean_losing_is_fun.php | url-status = live }}</ref> McMillen of ''The Binding of Isaac'' said that including roguelike elements into other game mechanics can be difficult due to the complex interfaces roguelikes tend to have, but eventually "it becomes an increasingly beautiful, deep, and everlasting design that allows you to generate a seemingly dynamic experience for players, so that each time they play your game they're getting a totally new adventure".<ref>{{cite web |last=McMillen |first=Edmund |date=November 28, 2012 |title=Postmortem: McMillen and Himsl's The Binding of Isaac |url=https://www.gamedeveloper.com/business/postmortem-mcmillen-and-himsl-s-i-the-binding-of-isaac-i- |url-status=live |archive-url=https://web.archive.org/web/20170823204135/http://gamasutra.com/view/feature/182380/postmortem_mcmillen_and_himsls_.php |archive-date=August 23, 2017 |access-date=December 20, 2015 |work=[[Game Developer (website)|Game Developer]]}}</ref> Procedural-generated world lets developers create many hours worth of game content without spending resources on designing detailed worlds.<ref name="gd heart">{{cite web | url = https://www.gamedeveloper.com/business/-roguelikes-getting-to-the-heart-of-the-it-genre | title = 'Roguelikes': Getting to the heart of the it-genre | first = Christian | last = Nutt | date = May 21, 2014 | access-date = August 30, 2014 | work=[[Game Developer (website)|Game Developer]] | archive-date = September 2, 2014 | archive-url = https://web.archive.org/web/20140902094049/http://gamasutra.com/view/feature/218178/roguelikes_getting_to_the_heart_.php | url-status = live }}</ref><ref name="ign rebirth">{{cite web | url = http://www.ign.com/articles/2014/07/04/roguelikes-the-rebirth-of-the-counterculture | title = Roguelikes: The Rebirth of the Counterculture | date = July 4, 2014 | access-date = August 30, 2014 | first = Mike | last = Mahardy | work = [[IGN]] | archive-date = September 3, 2014 | archive-url = https://web.archive.org/web/20140903073824/http://www.ign.com/articles/2014/07/04/roguelikes-the-rebirth-of-the-counterculture | url-status = live }}</ref><ref name="gi.biz"/> Examples of successful games that have integrated roguelike components into other genres include: * ''[[Dead Cells]]'', a roguelike incorporated with [[Metroidvania]]-style of platform games<ref>{{cite web | url = https://venturebeat.com/2018/08/06/dead-cells-review-the-apotheosis-of-the-roguelike/ | title = Dead Cells review — the apotheosis of the Roguelike | first = Jeff | last = Grubb | date = August 6, 2018 | access-date = September 23, 2019 | work = [[Venture Beat]] | archive-date = June 14, 2019 | archive-url = https://web.archive.org/web/20190614233337/https://venturebeat.com/2018/08/06/dead-cells-review-the-apotheosis-of-the-roguelike/ | url-status = live }}</ref> * ''[[Slay the Spire]]'', bringing roguelike progression to a [[deck building game]]<ref>{{cite web | url = https://www.polygon.com/2019/1/11/18167460/slay-the-spire-impressions-deck-building-strategy | title = Slay the Spire finally taught me how to build a deck | first = Ryan | last = Gilliam | date = June 11, 2019 | access-date = September 23, 2019 | work = [[Polygon (website)|Polygon]] | archive-date = April 28, 2019 | archive-url = https://web.archive.org/web/20190428045933/https://www.polygon.com/2019/1/11/18167460/slay-the-spire-impressions-deck-building-strategy | url-status = live }}</ref> * ''[[Crypt of the Necrodancer]]'' which uses a [[rhythm game]]-style approach in a roguelike dungeon<ref>{{cite web | url = https://www.polygon.com/2013/9/2/4685928/crypt-of-the-necrodancer-pairs-roguelike-dungeon-crawling-with-ddr | title = Crypt of the NecroDancer pairs roguelike dungeon crawling with DDR rhythm | first = Michael | last = McWhertor | date = September 2, 2013 | access-date = September 23, 2019 | work = [[Polygon (website)|Polygon]] | archive-date = September 24, 2019 | archive-url = https://web.archive.org/web/20190924062143/https://www.polygon.com/2013/9/2/4685928/crypt-of-the-necrodancer-pairs-roguelike-dungeon-crawling-with-ddr | url-status = live }}</ref> * ''[[Enter the Gungeon]]'' which establishes roguelike progression in a [[shoot 'em up]]<ref>{{cite magazine | url = https://www.gameinformer.com/games/enter_the_gungeon/b/pc/archive/2016/04/05/reloading-the-roguelike.aspx | title = Enter the Gungeon | first = Daniel | last = Tack | date = April 6, 2016 | access-date = September 23, 2019 | magazine = [[Game Informer]] | archive-date = September 24, 2019 | archive-url = https://web.archive.org/web/20190924062146/https://www.gameinformer.com/games/enter_the_gungeon/b/pc/archive/2016/04/05/reloading-the-roguelike.aspx | url-status = live }}</ref> * ''[[Vampire Survivors]]'', a minimalistic roguelike [[shoot 'em up]].<ref>{{cite web | url = https://www.theverge.com/games/23827123/vampire-survivors-news-announcements-updates-dlc-spinoffs | title = Vampire Survivors: our collective obsession with the quirky, genre-defining indie game | first = Antonio G. | last = Di Benedetto | date = August 17, 2023 | accessdate = September 9, 2023 | work = [[The Verge]] }}</ref> ''[[Hades (video game)|Hades]]'', a roguelite [[action role-playing game]], was built to strongly incorporate elements of non-linear narrative into the game, giving the reason for the player to continually delve into replaying the game, and helped to draw in players to the roguelike genre that otherwise had been put off by its high difficulty level before.<ref>{{cite web | url = https://www.rockpapershotgun.com/2020/02/12/how-hades-plays-with-greek-myths/ | title = How Hades plays with Greek myths | first = Alex | last = Wiltshire | date = February 12, 2020 | access-date = February 12, 2020 | work = [[Rock Paper Shotgun]] | archive-date = January 16, 2021 | archive-url = https://web.archive.org/web/20210116000722/https://www.rockpapershotgun.com/2020/02/12/how-hades-plays-with-greek-myths/ | url-status = live }}</ref><ref>{{cite news | url = https://www.sfchronicle.com/business/article/How-S-F-s-Supergiant-made-Hades-one-of-15839041.php | title = How S.F.'s Supergiant made 'Hades,' one of 2020's most acclaimed video games | first = Roland | last = Li | date = January 3, 2021 | access-date = March 25, 2021 | work = [[San Francisco Chronicle]] | archive-date = January 23, 2021 | archive-url = https://web.archive.org/web/20210123203233/https://www.sfchronicle.com/business/article/How-S-F-s-Supergiant-made-Hades-one-of-15839041.php | url-status = live }}</ref>
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