The essential elements of roguelikes are terminal based play, fantasy role playing, and randomized, algorithmically generated maps, items, monster behavior, etc.
My favorite of the things you listed is the etc.. I agree that etc. is an essential element of the roguelike genre and without it we would be sorely lost.
Terrible witticism aside, if you replace the "etc." with "single-modal combat system" (ie. the game does not do a Pokémon/FinalFantasy/DragonQuest and just DOODELYDOO you into a seperate screen for combat) and replace "fantasy role playing" with "permadeath" I'd be able to agree with your little list of essentials.
The fantasy setting is one of the most used, but that's because it is easy to use (since almost everyone is familiar with it up to a certain point, especially so the target audience) but that doesn't make it essential for the roguelike genre.
Cheeky winks aside, it's good to have clarity. Otherwise, you're reduced to a discussion of how far you can deviate from the idioms of a game implemented in the late 70s by a couple of graduate students in their spare time and still have a product of such moral purity as to be obviously superior to the mass market drivel peddled by Blizzard and the so-called indie sellouts trying to hock their wares on Steam.
How do you know you're more hardcore than people who play games with graphics, particularly if you like to use tiles with your "roguelikes"? You need permadeath and rigid turn-based play, at least. You may have been the only kid on the block who thought the problem with Megaman was that you got more than one life, but at least now with the ascii version available, you have the benefit of knowing in retrospect that you were right.
Between your acerbic words and the thick layer of sarcasm I'm having more than a fair share of trouble finding out what you're trying to say. My favorite part here is the tacit implication that we're not allowed to discriminate BECAUSE the original was made "in the 70s", " by a couple of graduate students" and/or "in their spare time". Cool.
At the same time, this so-called definition pretends that in spite of rogue, larn, moria, hack, nethack, etc. all being fantasy roleplaying themed, fantasy roleplaying is not, in fact, integral to the genre and is simply incidental to the well known examples. What are the counterexamples that justify this? TrademarkInfringementRL?
What you should be saying is that a roguelike that does not have straightforward permanent death but offers ways around it is nontraditional in that respect. Instead, you assert straight out that it isn't roguelike. It's an absurd notion. It's nothing but chest beating about how hardcore the games you like are. Permanent death is not what distinguished the classic roguelikes from games that came before or after them. It is incidental, a matter of convention, that makes sense in the context of a single character fantasy roleplaying game. Nothing more.
Man I can't even TELL if you're trolling anymore.
The Slimy Lichmummy is post-apocalyptic as is Alphaman. ZAPM is camp sci-fi.
"But ZAPM is identical to Nethack in every way other than calling things by sci-fi names other than by fantasy names!" Well I guess that means that the setting (fantasy/sci-fi/post-apoc/sports) is nothing more than flavor and context and thus completely irrelevant as to what does or does not constitute a roguelike! If you try to argue that ZAPM isn't a roguelike because it's not fantasy flavored I don't think I'll be able to take you seriously ever again.
As for permadeath, NOBODY suggests that a game with "ways around" permadeath is not a roguelike. Nethack had an amulet of life-saving or whatever, so you could argue that "option to bypass death" has been proven by legacy to be part of the genre. However a user option, before starting the game, to turn off permadeath?
It's called Wizard mode. If it's clearly marked as a cheat/explore option that allows players to leisurely explore the game I'd say its fine, since Rogue/Nethack/Angband had it. But if it's a CORE aspect of the game, that is to say, your character never permanently dies, then the game is simply not a roguelike. It's that simple. Permadeath is part of the genre, having an option to turn it off or an ingame method to avoid it once or twice is fine, but if it's permanently off you're playing a different kind of game.
You can call it dogmatism if you want and that's fine. Nothing wrong with having a solid dogma.
But nobody's chestbeating about how hardcore we are for liking roguelikes. This forum isn't that big, these people aren't shitty like that, and this isn't 4chan, reddit or hipstercentral so please don't sling those 3edgy5me accusations around, thank you.
I'm seeing that you love to pack your arguments with heated half-truths, which could fool people into thinking you're right at first glance.
Again I can't make up my mind whether to call you a great troll or a misguided foolExperimental games inaccurately calling themselves "roguelikes" outnumber traditional real roguelikes by at least a 10 to 1 ratio. If you ask me, in this time of a flood of games calling themselves "roguelikes" that have very little to do with the genre, we need to get back to the original core of the genre. We need more traditional, real roguelikes.
This is a very nice piece of post. It's not so much that "we" want to exclude games from our super secret roguelike club because they're not hardcore enough. Or that our raging e-penis will shrivel up if someone on this planet HAS FUN playing something that's not a roguelike and then falsely proceeds to claim he beat a roguelike. We're not saddled down with that kind of inferiority complex (At least I hope most of us aren't?
).
It's really about drawing a fucking line. I typed out an entire paragraph filled with some shitty analogy about how I'd be very angry if someone gave me a roguelike that didn't have permadeath or turn-basedness because he'd have given me NOT A ROGUELIKE. And then I wouldn't have the option to complain because games like Borderlands and Diablo would have been commonly accepted as roguelikes. Instead have this, much more succint and excellent explanation:
But at the same time you shouldn't sell apples at an orange stand, or at least you should make note that you are selling some "orange-like" products.
Now to finish by adressing the drivel I read that prompted me to write this abomination:
In reality, most modern roguelikes have already abandoned true turn-based combat, even the angband line.
No, they really haven't. At all.
It's no longer you get a turn then the monster gets a turn (or you get a turn and the monster gets two if it's faster than you). It's more like for every eight of your turns the monster gets 5 spaced in a certain way among your 8. This is not turn based in any reasonable sense.
Would I be breaking any rules if I flat out told him to eat shit?That is still turn-based. Do you operate a different definition of turn-based from the rest of the world?
If you're going to try and be cheeky by claiming that turn-based is defined by the player and the opponent taking actions in sequence, please don't. Or do and admit you're a troll while you're at it.
Turn-based quite simply means that the entirety of the gameworld is arrested untill the person whose turn it is has input his action. I, for one, don't give a FUCK whether that entity gets to take 128 turns back-to-back, it's still turn-based as long as all other possible actions are PAUSED untill that entity inputs and executes its chosen action. THAT is what turn-based is about.
Even the single player aspect is more a byproduct of the technology available in the late 70s than anything else.
You just pointlessly and casually insulted singleplayer gaming for no discernable reason with an argument too ridiculous to merit an actual rebuttal.