Roguelike in this blog is equivalent to the phrase "Traditional Roguelikes" nowadays.
What I considered most important are:
- Permadeath (at least "Permanent Consequences")
- Turn-based
- mostly procedural generated
- no meta progress
- grid-based
Being turn-based means the player is given unlimited time to think. This makes Permadeath a fun factor rather than an unrealistic punishment.
Being procedural generated means that the game has high replayablility. This makes Permadeath meaningful.
Having no meta progress is important for making each game run unique and fair.
Being grid-based adds the spacial manipulation as a core game mechanic to the gameplay, and makes the game actually looks like Rogue!
Other stronger definitions
- Berlin Interpretation(Yehieli, Dopieralski, and Lait 2008)
- What a roguelike is(Zapata 2005)
Reference
Yehieli, Ido, Radomir Dopieralski, and Jeff Lait. 2008. “Berlin Interpretation.” 2008. https://roguebasin.com/index.php/Berlin_Interpretation.
Zapata, Santiago. 2005. “What a Roguelike Is.” 2005. https://roguebasin.com/index.php/Roguelike.