I don't like them.
What we've been seeing play out in the past 8 years or so is the result of longterm leaderlessness combined with new commercial interest in roguelikes touched off, ironically, by dwarf fortress. The fact is that proponents of traditional roguelikes have produced little that is genuinely new or exciting in a long damn time. I include myself in this criticism, of course. Almost everyone involved in the development of the classics and their descendants are maintainers or are developing forks and variants. Very little of stature comparable to the classics has been written since the late 90s. The closest thing is dwarf fortress, but Tarn doesn't seem to want to stake a claim there. No one really has a legitimate claim as a first mover and it's been that way for a very long time.
If people, like me, don't want to see the concept of a roguelike continue to be appropriated as the shortest path between between getting a BA in computer science and having a game on the market, new, exemplary work has to appear and new voices must appear with it to oppose the current establishment.
This post pretty much nails it.
The problem might be that early on in the RL "scene" Hack/Moria/Angband became popular and that popularity continued by means of a billion forks/remixes (all the *bands, various versions of Nethack, and so on). In recent times (though I've been out of the loop HARD) I guess Brogue and perhaps Sil are the only games to get much approval amongst the purists?
I speak for myself here, but I'm a purist and I'm fine with rererereplaying the fossil games of yore. What I want is more games like what I know and am familiar with (more angband variants!) or games that don't stray too far from my comfort zone (brilliant gems like Forays into Norrendrin or a nice diamond-in-the-rough 7DRL).
What I'm after is UI improvements (DynaHack/NitroHack) or clever gameplay twists, not taking two steps forward and two steps backward because compromises have to be made due to graphics.
We've had decades for this to happen. Do you really expect a champion to arise from within the proletariat to shake off the shackles of the establishment any time soon?
Nope. To some extent, it's an economic problem. There's no money in making actual roguelike games, yet the skills that go into making good ones can be put to profitable use elsewhere. Anyone who produces anything good is therefore likely to disappear within a few years. Meanwhile, the one guy who views it as a sort of religious vocation but still produces good stuff doesn't even call his game a roguelike.
On some level, it's probably necessary to find an economically viable model that can still produce the genuine roguelike article, as opposed to dumbed down, heavily commercialized schlock for steam. I think this has to involve a return to multiuser systems and a move away from the DOS shareware catalogue model.
I think the "dumbed down heavily commercialized shlock for steam" tag is a very fitting description of "the new wave". Looking at steam's catalogue, you're quick to notice Dungeons of Dredmor (which I think is just the worst), which is badly designed in nearly all its aspects. The rest is mostly examples of "other genre but with something vaguely related in the third degree to roguelikes tacked on".
I'm trying really really hard to not go into the whole "but what is a roguelike?" spiel AGAIN. It's been discussed to death and there's neither a leading body to decree what is law nor is there a desire among those who discuss it to reach consensus, so why even bother.
I don't know what the topic starter counts as "new wave". I know I occasionally look at the roguebasin or here during 7DRL Challenges, download everything that looks appealing to me, and decide whether I'm shift+deleting or keeping it within 5 minutes of starting.
What I myself have been noticing, right here in the Announcements subforum, is a marked rise in games tagged with $.
Paid roguelikes! Unheard of! That's what *I* consider to be the "new wave". And I don't like it.
I'm sure I'm an awful person for saying "Roguelikes were free from the start, so they should be free forevermore!", but I don't have any incentive to pay for Cogmind, or Adom, or ToME4, or any RL. Not when I can play 7DRL Cogmind for free. Or legacy Adom for free. Or Nethack for free. And so on and so forth.
I think the shift to paid RLs is mildly alarming. If it's gated behind a paywall, how will I know if I'll like it? Likewise, since I'm
very picky about my RLs, if there's a slight flaw or thing I dislike, I'm deleting the game and never looking back. That's... a slightly wasteful thing to do to a product you paid money for.
Who are paid roguelikes for? Purists/veterans have an ocean of RLs to play already. People new to the genre likely don't know what they're getting themselves into. Is this some sort of malicious cash grab or bait and switch?
Sorry if this wasn't what the topic starter had in mind or if I'm getting off-topic here. I just had to get this off my chest when mushroom patch mentioned "economically viable models"; I wouldn't mind an explanation either. Could be I'm overlooking something crucial here.
I don't think having an actual job and making RLs for the fun of it is mutually exclusive.