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Roguelikes and Addiction: Dying for a Good Time

Research Paper by Oscar Mailman

Abstract: 

This paper explores the science behind gamers repeatedly subjecting themselves to the Roguelike genre. The genre is characterized by runs that restart upon death, effectively erasing all progress players make and starting them from zero. However, their highly randomized nature and habitual repetition makes this seemingly frustrating element extremely addicting. This paper explores the psychology behind the genre, how developers convince players to keep coming back, as well as its similarities to traditional casino gambling. How is casino science used to keep players in their seats? Other factors such as the design behind individual Roguelikes and their randomization systems are also considered, as well as the adjacent Roguelite genre, which changes the formula in key ways. Variations on the formula will be further considered. How do different methods of procedural generation change the games’ relationship with the player? Games discussed include Balatro, Hades, Inscryption, The Binding of Isaac, Vampire Survivors, Enter the Gungeon, and, of course, Rogue, the game which inspired the genre. This research will give readers a greater understanding of why they enjoy such a seemingly oppressive genre, and give developers an advantage in developing a Roguelike for themselves.

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