A roguelike is usually a turn-based computer game with a strong focus on intricate gameplay and replayability due to procedurally generated content.
There are several similar but distinct definitions of Roguelike in current use.
The newest defines "Classic Roguelike" strictly.
To be a Classic Roguelike, all of the following features must be present (summarized):
- Turn Based: The player interacts in discrete turns.
- Grid Based: There is an underlying orthogonal (rectangular) or hexagonal grid where the entities of the world are placed. Movement is in full cell-to-cell discrete steps.
- Permanent Failure: Games can support save-and-quit, but not a reload function to retry any section of the game. Upon death the game must be restarted from the beginning.
- Procedural Environments: Most of the game is generated by the game for every new play session.
- Random Conflict Outcomes: The main conflict actions (attacks or spells usually) has a randomized outcome within a defined distribution.
- Inventory: There are items the player can pick up and use and inventory space is limited.
- Single Character: The player controls exactly one character in the game world.
Previously the most widely known definition of a Roguelike was the Berlin Interpretation:
The Berlin Interpretation defines Roguelikes as a genre with the following high and low value factors.
High value factors:
- Random environment generation.
- Permadeath.
- Turn based.
- Grid based.
- Non-modal.
- Complexity
- Resource management.
- Hack n' slash.
- Exploration and discovery.
Low value factors:
- Single player character.
- Monsters are similar to players.
- Tactical challenge.
- Ascii display.
- Dungeons.
- Numbers.
Another old definition is available at the Roguebasin page.