I've
seen some innovation in roguelikes lately. Rogue Legacy, for
instance, explains the repeated character death by indicating each
character you play is the next generation of a long line of ancestors
that have been dying in their attempts to survive the dungeon
(cleverly enough, each new character you play has a different name,
look, and class.) The roguelike space-shooter Galak-Z lets you earn
“crash coins” that roll-over to your next playthrough, and
blueprints you discover for ship upgrades can be purchased when just
starting out using these coins. The steampunk roguelike Ironcast also
has a form of roll-over currency you can use to purchase passive
abilities, new pilots, or even new ironcast mechs. However, in all
roguelikes, your mileage may vary, depending on the kind of gamer you
are. One of the biggest RPG draws for me is that I can continually
grow and develop my character—I get a little attached to him, and
his stuff. I don't like losing almost everything I earned, and I
don't like trying to invest myself in a new character each time. For
me, it feels a bit like I suspect it would be to live with a family
that moves around a lot: it's hard to let yourself make new friends
and get close to them when you know that you might have to leave and
never see them again. Yet, despite my tendency to get attached to my
character in a game, somehow, I still find myself playing roguelikes.
They can be a bit addictive for the determined side of us that
demands “just one more try!”
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