Here you will find research into the game type we are creating, which is roguelike. The information for this will come from various primary and secondary methods of research. I will delve into detail about what makes these types of games enjoyable and discuss the main elements that contribute to an effective roguelike experience.
All links to secondary research sources can be found in the bibliography
A Rogue like game is usually one that includes permadeath and procedural generation of levels that a player goes through different runs collecting loot and upgrading your character and weapons.
Primary Re-search
To start with this re search i decided to go into a few different games to gather images of the camera angle we want to go for and some images of some features of a rogue like.
These two games are very successful and both use a isometric view / camera
Diablo 4 ( release : 5 June 2023)
To the left and right are some examples of the camera angle we want to go for, which is an isometric view/camera. Diablo 4 and Baldur's Gate 3 are perfect examples of what this view looks like. Another reason I got screenshots from these games is that they are not only successful, but after personally playing these games for many hours, this camera view is ideal for a game. It can include a lot on the screen at once, making the player the center of attention in the view, with everything going on behind it. Also research into this camera view also can give me on ideas on how i can break the rig to make my animations look better from the camera view without the player noticing. The camera is also important as depending on the camera angle you can then do certain movements that break the rig of a character but look good from the players point of view
Baldur's gate 3 ( release : 3 august 2023)
To the left is a chart from our initial survey we put out that asks what people's favorite roguelike game is, and one of the options was Dead Cells. So, to act on this information of people choosing Dead Cells, below you will find screenshots from Dead Cells with descriptions about what they are showing that makes them important to our brief.
Dead cells (release 10 may 2017)
Above are some screenshots from in-game while playing Dead Cells. Another reason why I chose this game is because it is quite successful as a roguelike, so we can learn what it takes to make a good one.
The image on the right shows that there are upgrades that can be found in the game throughout each run, which can eventually be made permanent. The main reason for taking this screenshot was to show how upgrades are a part of roguelike games and how vital they are to the core design of roguelikes.
The screenshot on the left and in the middle shows some UI from the game, as well as what kind of map and currency are available in this game. I found these useful as they can give us an idea of what UI would fit well into our game and how they would be animated and move, but also what types of rewards players like to earn in games, which can help us make our game more engaging.
Below you will find a analysed survey we put out that is based around questions about roguelikes and why people like them.
Our main aim for this survey was to gather an array of opinions from a variety of people on the roguelike games as this would help us with development of our game.
I plant to conduct a few more surveys later on in the project too.
For question 1, we asked people what their favorite aspect of a roguelike game was, and the most popular choice was combat. This tells us that one of the main focuses in the development of our game should be the combat, as this helps the game to feel nice to play and fun. Combat is also a major way to engage our players in the game, so a good combat system will be crucial to a successful roguelike game.
In contrast, if the combat was not fluid, fun, and engaging, our players could get very bored quickly, which is something that you don't want in a game, especially one that has a massive focus on combat.
For question 2, we asked people what their favorite aspects of roguelike games were, and the most popular responses were related to combat and the replayability of roguelike games. As I already talked about the importance of combat in a roguelike, I won't go into much detail, but it is one of the main engaging factors in a game like ours. Replayability is also a huge part of this game type and tells us that one of the big focuses for us should be to find interesting and unique ways to make our game replayable.
Yet, in contrast to this, for a roguelike game where it is crucial to its design that it is replayable, and if it hasn't got much replayability, then that would be a massive error in the game's design as it is a huge part of this type of game.
Here for question 3, we asked what people's favorite roguelike games were. We did this to help find the most popular one. This would help us know what games to look at to see what they did right and wrong, and do our best to avoid these to make our game the best we possibly can. This will also help give us inspiration for what kind of mechanics should be present in our game and ideas of how to execute them.
For question 4, we then asked why this is your favorite roguelike game. We asked this to help identify what people's favorite things about these games were. The most popular response for this was how all the runs you do in the game feel different and unique and how the mechanics in these games are smooth and engaging. This again reinforces what we should be focusing on for mechanics and how if we have bad mechanics, our game will be unenjoyable, also further reinforcing how important combat is to a game like this.
For question 5, we asked what makes roguelikes appealing or unappealing. We did this to further reinforce and find out what people like about the genre of games. The findings from this question further reinforce how important combat is in a game of this type. The answers we received also mentioned the replayability and how it helps the game to stay fresh and enjoyable. In this question, we also have an example of why surveys can sometimes be ineffective as we got a response that tells us that someone didn't understand the question and interpreted it wrong, which can be a result of the way we asked the question, something to improve for our next survey.
For question 6, we then turned focus on asking people if a the story was important to our game. The results we got where very interesting as all the answers we received where above 5.
These results tell us and show that a good story in a roguelike game is also important to the enjoyability of a game. this is because a story in a game is another engaging and important feature of a roguelike game.
For question 7, we asked about how the levels should be designed. The overwhelming answer for this question was open levels.
This was a crucial question to ask as it is vital to the level design to know what levels people enjoy in roguelike games.
As the more popular result was open levels, it also tells us that people like freedom and the ability to be creative in roguelike games.
For the final question we asked about the theme of the game. (here you will find more explanation to why we asked this question) This was another crucial question to ask , as if people didn't like the theme which was a main part of the game that would mean that people may not enjoy and engage in our game.
The theme is a major part of the game as all of the characters , weapons and levels are based in 15th century london.
Reflection on survey
Overall, I believe the survey was effective in finding opinions on our game and its mechanics. While I would have liked to receive more responses to expand our results to a greater audience, the answers we received were invaluable as they gave us insight into what people like about roguelike games and also, in contrast, what they don't like. While we tried to ask diverse questions to get the most diverse and informative answers, I believe it is something we can improve for next time, as I believe the questions asked could have been different to receive more varied information. As this project goes on, I will also make more surveys to gain feedback in the production stage and when my final products are made.
Conclusion on primary research
Overall, the primary research I conducted for research into roguelikes was effective in giving me inspiration on what mechanics to include and how to effectively implement them in the game. This research also highlighted the most important factors in a roguelike game, with primary combat being the most significant factor in making a good roguelike game and ensuring its engagement. Yet, I still would have liked to gain more responses for the survey, as this would only further improve our idea for this game by providing more conclusive and varied feedback.
Secondary re-search
For secondary research into roguelikes i will be looking at different reviews for rogue like games based on the games from our survey and analysing them to find what people do and don't like about roguelike games.
I will be looking at 6 reviews from various sites for both hades and Dead cells and analysing them to find out what people like in these successful roguelike games.
To the right, there is a review of Dead Cells from Steam. This review is a positive one that talks about the user's favorite aspects of Dead Cells, which are the animations, weapons, and combat. This is useful to know as it helps us understand what we should focus on in our game to make it enjoyable and engaging.
Here is a review from Metacritic on Dead Cells by the user MajorMinusGT, who is very positive about the game, giving it a 10/10. In this review, the user talks about their favorite aspects of the game, which were the tight controls and gameplay. They also mention how it is accessible to a lot of people due to the array of settings. From this review, I gain valuable knowledge on what we should include in our game. It also gives insight into considering different settings to further make our game accessible to a wider range of players.
Dead cells review from IGN by : Brandin Tyrrel
Here is a video review on Dead Cells that heavily praises its game design and how fun and diverse the weapon selection is. It also talks about how engrossing and engaging the gameplay loop is, and mentions that the user is still discovering new systems and features after playing for a while. From this video, I gained knowledge on how we should be focusing on making multiple systems in our game that can keep it feeling fresh and enjoyable to play.
Hades review from meta critic from user : True optimist
Here is a review for Hades from the user TrueOptimist, and it is an extremely positive review, giving it a 10/10 and mentioning some of his favorite features of the game, which were how no part of the game felt undercooked, how the characters are all interesting, and how the story is good too with great combat. From this review, we can conclude that to make a successful roguelike game that people will enjoy, we need to include interesting characters and make sure all of the game feels properly polished with no unfinished feeling systems as the best we can.
Hades review From game spot From : Suriel Vazquez and narrated by Lucy James
Here is a positive video review of Hades which talks about how its unique storytelling and engaging, fun combat make it stand out from other games in the same genre. From this review, we can further see how important an interesting story is to a roguelike game and how sometimes a good or bad story can make or break the difference between a good and bad roguelike game.
Hades review from IGN done by : Nick LImon
Here is another positive review of Hades by IGN, who gave it a rating of 9/10. Throughout this video, the reviewer praises Hades as a one-of-a-kind roguelike game that uses various different creative systems that complement each other in great ways. From this review, we can gain knowledge to help improve the game's design and how we should include various amounts of systems that all come together effectively to make the game fun and engaging and i need to make sure all the animations are fluid and feel good to play with.
Below you will find a couple negative reviews on Hades and dead cells highlighting what people didn't enjoy about these games.
Negative review on Hades from meta critic by user : patriciciojc
Here is a negative review that gives Hades a 0/10 and talks about the repetitiveness that the reviewer finds in Hades, making the game very boring. This helps us as it gives us insight into what to avoid in making our game, which is repetitive systems.
Negative review on Dead cells from meta critic by user : RJD4ever
Here is a negative review that gives Dead Cells a 2/10 and talks about how the grind in this game is very boring. Further on, this user talks about the loot system in this game being 'rubbish' and how the weapons are 'terrible'. This review helps us avoid making weapons that have no impact on the gameplay and are not engaging to use.
Conclusion on Secondary research
Overall, I think the secondary research that I conducted into the topic of roguelikes was successful as I looked into multiple different reviews that include both positive and negative views on these games. I believe looking at both sides, negative and positive, is the best way to find a middle ground that a lot of people will enjoy to make our game the best possible it can be. After analyzing 8 different reviews about Hades and Dead Cells, it gave me a real insight into what makes a fun and engaging roguelike game. One thing I would have liked to improve was by further analyzing more reviews to gain further knowledge of people's opinions on roguelike games, but due to the time constraints of this project, I had to move. To improve for next time, I would have allocated more time to this area of research.
Reflection on Roguelike research
After completing my research into roguelikes using a mix of primary and secondary methods, as this was the most effective in finding the best quality information, also using varied methods, and I believe that the information that I found is fruitful and will not only help the overall game design but also help in the areas I'm specializing in, which are animation and 3D modeling. This is because after conducting in-depth research into this genre of game, I found that the animations and the designs of the environment are a huge part of why roguelike games are successful and why so many people enjoy them. Yet, there are still a few things I would have liked to improve about the research into this, as I would have liked to use more secondary methods to gain access to knowledge from a wider variety of sources to help further enhance my understanding of roguelike design. To improve on this for future reference, I would have allocated more time to this area of research, but due to the time constraints of this project, I, unfortunately, wasn't able to do so.