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Can a Roguelike MMORPG Actually Work? | One Good Roll | MMORPG.com

SystemSystem Member UncommonPosts: 12,599
edited January 2023 in News & Features Discussion

imageCan a Roguelike MMORPG Actually Work? | One Good Roll | MMORPG.com

Sometimes the easiest way to inject a feeling of new and exciting gameplay into MMOs is to fuse aspects of different game genres. Is it possible that a Roguelike/Roguelite MMO could actually work?

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Comments

  • DarkhawkeDarkhawke Member UncommonPosts: 212
    Of course it could . Small market tho .The majority of MMO players today want a casual solo experience with as few obstacles in the way , in there quest for a shiny .Ex like ESO ,GW2, NW , Wow, just reinforce the demographics ..As long as the Dev dials into the right community and does not set there goals to lofty.

    They can carve out a home .
    eoloej0shst3rMargrave
  • ScotScot Member LegendaryPosts: 24,423
    I could see a rogue-like co-op, but a MMO may be pushing the idea too far. What I would like to see in MMOs which have action combat is the synergy between players in groups we see in other co-op and indeed team games, MMO action combat is being left behind by other genres.
    maskedweaselelveoneSplattrMargrave
  • SovrathSovrath Member LegendaryPosts: 32,933
    I think it could work. I love the Souls games and would love a mmorpg like that.
    eoloeValdheimMargrave
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  • DattelisDattelis Member EpicPosts: 1,675
    edited January 2023
    I've seen private servers incorporate a 'rogue-lite' mode (probably renamed as ironman mode or something) into their servers (Ascension comes to mine) but I honestly think it only works as an addition to the game with some cosmetic rewards for reaching the 'end' (level cap). As for the mmorpgs overall theme, probably not since too many people like a sense of 'persistence'/'permanence.'
    elveone
  • PhaenPhaen Member UncommonPosts: 55

    Dattelis said:

    I've seen private servers incorporate a 'rogue-lite' mode (probably renamed as ironman mode or something) into their servers (Ascension comes to mine) but I honestly think it only works as an addition to the game with some cosmetic rewards for reaching the 'end' (level cap). As for the mmorpgs overall theme, probably not since too many people like a sense of 'persistence'/'permanence.'



    Yeah, it seems like it could largely be implemented through a server rule set. Permadeath with some element of near death mechanic like Pantheon where you are knocked out but can be revived, to improve survivability somewhat. Possible some form of progression based on a family heritage system like what Chronicles of Elyria was looking to do.
  • AngrakhanAngrakhan Member EpicPosts: 1,837
    No! It cannot! No innovation allowed here!

    - The Formula Police
    ScotSplattrMargrave
  • joshisanonymousjoshisanonymous Member UncommonPosts: 31
    This would basically be my dream game.

    www.joshmcneill.com

  • TrustedxTrustedx Member UncommonPosts: 21
    I really don't know about this article. It's not like it hasen't been done before. Look at Realm of the Mad God. Been around since 2011.

    You could also argue with games like Path of Exile (on hardcore). Puts into question what a roguelike really is. If it's die and start over again, keeping some of things you've collected, PoE fits and so do many, many others. You could even say Escape from Tarkov.

    Even a soulslike game is, in some way, a MMO roguelike (if connected to the internet).
    elveone
  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195
    Trustedx said:
    I really don't know about this article. It's not like it hasen't been done before. Look at Realm of the Mad God. Been around since 2011.

    You could also argue with games like Path of Exile (on hardcore). Puts into question what a roguelike really is. If it's die and start over again, keeping some of things you've collected, PoE fits and so do many, many others. You could even say Escape from Tarkov.

    Even a soulslike game is, in some way, a MMO roguelike (if connected to the internet).
    I guess that depends how loose you want to play with the definition of MMO and roguelike. In most roguelike games you don't keep any character progression. In roguelite games there is usually some progression but no character specific items.

    Plenty of games have those features. The whole survival genre is built on that. But it doesn't make them MMOs or roguelike games.

    There are some features that may fall into rogue areas but if the closest out there are games like realm of the mad god, there's a lot of room for improvement. I love souls games too but there's no way they are close to some of the more popular roguelikes. The progression is just different and way more unpredictable. Souls games are extremely predictable. 
    elveone



  • elveoneelveone Member RarePosts: 430
    There have been a few games with permadeath servers/modes - Shaiya, ArchLord and Wizardry Online come to mind. The thing about roguelikes is that it is not just permadeath that brings the engagement. It is the constant random generation of levels, items, choices, etc. that you cannot really do when you have a persistent online world. In order to have a MMO Roguelike you have to step outside of what most people define as an MMO.
    maskedweaselValdheim
  • Fakeaccount008Fakeaccount008 Newbie CommonPosts: 1
    Have you never heard of RealmOfTheMadGod???
  • KazuhiroKazuhiro Member UncommonPosts: 608
    Already exists, it's called "Realm of the Mad God", and it's... Meh...

    To find an intelligent person in a PUG is not that rare, but to find a PUG made up of "all" intelligent people is one of the rarest phenomenons in the known universe.

  • kitaradkitarad Member LegendaryPosts: 8,177
    edited January 2023
    Didn't WoW's Season of Mastery have a hardcore mode which took away a title that you tried to earn so players had to delete their toon to try again for it. It was not permadeath per se but if you wanted the buff that indicated to others you were super good and had not died you would have to restart and try again.

    All that did to the player base  though was make people super wary and super careful and avoid risks. Also stuff like disconnects and bugs  that had real consequences and dare I say undesirable ones.

    I am sure it could be added to any MMORPG and people can choose it willingly or not but optional makes it less likely that the MMORPG will have to base its success on that mechanic alone.

  • hovsep159hovsep159 Member UncommonPosts: 87
    wizardry online exists... which shut down in less than a year.
  • ScotScot Member LegendaryPosts: 24,423
    Wizardry Online and Realm of the Mad Gods are Rouge-like? I get that you have permanent death, but is it not easily offseted?
    maskedweasel
  • SplattrSplattr Member RarePosts: 577
    It's not a roguelike but DDO's reincarnation system gives a blueprint for how to approach a player that "finishes" an MMO and wants to restart with the same character. The past life passives and bump in starting stats fit well into the overall system, although being able to keep all of your gear might be a bit much for a roguelite.
    maskedweaselScot
  • TheRadish447TheRadish447 Newbie CommonPosts: 1
    What I'd like to see is an old school top down racing game/RPG hybrid. I think it could work as an MMO. The closest I've come across is the single player game Vangers, which seems to be highly rated, but I haven't got around to playing it yet. I think that vehicle upgrades and unlocks would make for a satisfying progression system and different biomes, race types and driving quests would keep things interesting. Races would be a natural for multiplayer, race teams could function like guilds, maybe you could even max your repair and modification stats and open a garage. Or maybe there's something like this already out there.
    maskedweasel
  • ScotScot Member LegendaryPosts: 24,423
    What I'd like to see is an old school top down racing game/RPG hybrid. I think it could work as an MMO. The closest I've come across is the single player game Vangers, which seems to be highly rated, but I haven't got around to playing it yet. I think that vehicle upgrades and unlocks would make for a satisfying progression system and different biomes, race types and driving quests would keep things interesting. Races would be a natural for multiplayer, race teams could function like guilds, maybe you could even max your repair and modification stats and open a garage. Or maybe there's something like this already out there.
    Welcome to the forums! :)
  • cheyanecheyane Member LegendaryPosts: 9,404
    edited January 2023
    I think the problem with roguelike MMORPG will be other people who might for kicks gang up and kill you. I feel it's better as a single player game, you control what kills you to a certain extent and it is not dependent on the vagaries of whim.
    Garrus Signature
  • joshisanonymousjoshisanonymous Member UncommonPosts: 31
    Y'all, Realm of the Mad God is certainly not a roguelike. It's a bullet hell roguelite maybe and an MMOlite really. It's fun, but it's kinda a shallow interpretation of both genres.
    maskedweaselSplattr

    www.joshmcneill.com

  • SovrathSovrath Member LegendaryPosts: 32,933
    cheyane said:
    I think the problem with roguelike MMORPG will be other people who might for kicks gang up and kill you. I feel it's better as a single player game, you control what kills you to a certain extent and it is not dependent on the vagaries of whim.
    I was sort of thinking of a more pve experience with separate pvp area or ruleset.
    maskedweaselSplattr
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  • cameltosiscameltosis Member LegendaryPosts: 3,847
    I don't think I have any first-hand experience of roguelikes. the games that get listed as such always seem to be 2D, low-quality games so I've always avoided them.


    Can someone explain to me what the definining features of a roguelike are?


    In my mind, based purely off of reviews and trailers, a roguelike just appears to be a platformer that includes some stealth.

    Is that correct? Is permadeath a defining feature of teh genre too?
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  • UwakionnaUwakionna Member RarePosts: 1,139
    I don't think I have any first-hand experience of roguelikes. the games that get listed as such always seem to be 2D, low-quality games so I've always avoided them.


    Can someone explain to me what the definining features of a roguelike are?


    In my mind, based purely off of reviews and trailers, a roguelike just appears to be a platformer that includes some stealth.

    Is that correct? Is permadeath a defining feature of teh genre too?
    Death is the more defining trait, stealth is optional.

    Roguelikes tend to focus on high risk and penalty, with lite versions tending to offer some component of permanent progression to offset the losses.
    cameltosismaskedweasel
  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195
    Uwakionna said:
    I don't think I have any first-hand experience of roguelikes. the games that get listed as such always seem to be 2D, low-quality games so I've always avoided them.


    Can someone explain to me what the definining features of a roguelike are?


    In my mind, based purely off of reviews and trailers, a roguelike just appears to be a platformer that includes some stealth.

    Is that correct? Is permadeath a defining feature of teh genre too?
    Death is the more defining trait, stealth is optional.

    Roguelikes tend to focus on high risk and penalty, with lite versions tending to offer some component of permanent progression to offset the losses.
    In most that I've played it goes a little beyond that too.  The rewards are also randomized, and so are the levels. 

    So for example each level or challenge you beat you get choices of random rewards. Some options have great rewards but penalties along with them. The choice of reward at each challenge means more than what a random gear drop does. Because usually the only way to upgrade your characters are through these choices. 

    Death is important in roguelikes. Most of them still provide some benefits for players that die after getting to certain checkpoints so you're not starting completely from scratch.

    Roguelikes can be anything. ARPGs or card games or shooters. Some of my favorite are the strategy roguelikes.  I don't know how a real MMO would work that way though. But at least you're almost guaranteed that everyone would have a different character build
    UwakionnaScotcameltosis



  • LilanLilan Member UncommonPosts: 62
    Eve online anyone? You die you lose things not saved.
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