Since the last 'cast brought up the whole commercial vs. freeware controversy, let me add my 0.02$.
What worries me about the recent success of commercial roguelikes - which I don't oppose, just to be clear - is that we run the risk of confusing graphics with accessibility. Obviously, graphics are pretty much needed for a commercial game to be successful, because ASCII or amateurish tiles will scare many people away. The question I have been asking myself is, have they been successful
because they are graphic or because they have an easier-to-use user interface (that includes controls) or because they have a shallower (less complex, but also easier and faster to get into) gameplay than most roguelikes, as some imply?
I think we can safely say that the third point doesn't apply - just look at Dredmor, I don't think that's shallow gameplay. Now compare Dredmor with Pokémon Mystery Dungeon.
Now let's look at the two options that are left. What I've been trying to figure out is: Suppose we had two commercial roguelike games, one with stunning graphics, but crappy UI and one with crappy graphics, but wonderfully intuitive UI. Which one do you think would be more popular? I think the answer to that question is what worries me, because I think it would be the first one, although the second one sounds like the better game to me.
(I might sound like an idiot now, and maybe I am assessing the situation completely wrong. In this case, please show me where I am wrong.
)