Rogue-like

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English[edit]

Noun[edit]

Rogue-like (plural Rogue-likes)

  1. Alternative form of roguelike
    • 1997, John Withers, Developing Java™ Entertainment Applets, Wiley Computer Publishing, →ISBN, page 93:
      Roughly a dozen different flavors of Rogue-likes have evolved over the years, but one of the most popular is Nethack.
    • 2011, Michael J. Tresca, The Evolution of Fantasy Role-Playing Games, McFarland & Company, →ISBN, page 138:
      As with the Rogue-likes before it, Tunnels of Doom featured random encounters with monsters, wildly varying treasure, and a final quest that required the lost king to be defeated (Barton 2008:81).
    • 2013, Greg Costikyan, Uncertainty in Games, Cambridge, Mass., London: The MIT Press, →ISBN, page 47:
      The main tool Rogue-likes bring to creating interesting gameplay through randomness is algorithmic complexity far beyond that provided by a few 1D100 tables in the back of the D&D rulebook.
    • 2014, Rob Strangman, Memoirs of a Virtual Caveman, →ISBN, page 334:
      DND just goes to show you that you don't need graphics to achieve greatness. I think the legions of people who still play Rogue-likes such as Nethack would agree.