Heh, that's a wonderful point And I do very much try to keep the podcast to roguelike topics, in spite of pulls from other people to cover non-roguelikes or semi-roguelikes more. And when we cover general game design topics like mobile or tile design I always try to keep the discussion centred around "What's important for roguelikes".
I don't hate that it means something. But I don't think definitions are important enough to argue over. I much prefer discussing how mechanics affect the gameplay than how they affect how "roguelike" something is (with 80 different interpretations of what that even means).
I don't hate that it means something. But I don't think definitions are important enough to argue over. I much prefer discussing how mechanics affect the gameplay than how they affect how "roguelike" something is (with 80 different interpretations of what that even means).
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