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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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They can carve out a home .
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
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.
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www.joshmcneill.com
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).
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.
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.
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.
www.joshmcneill.com
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Roguelikes tend to focus on high risk and penalty, with lite versions tending to offer some component of permanent progression to offset the losses.
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