"My RPG Became a Roguelite: Pivoting Without Losing the Plot"
So, you’re thinking about turning your RPG into a roguelite. I get it. The market is tough, and the roguelite genre is still going strong. But before you tear everything apart, let’s talk about how to make this pivot without sacrificing the soul of your game. I made this transition last year, and the lessons were brutal.
Why Roguelite? Why Now?
First, be honest with yourself. Why are you doing this? Is it chasing a trend? Is it because your RPG mechanics just aren’t clicking? Understanding your “why” is crucial. If your RPG’s core loop is fundamentally broken, a roguelite structure won’t magically fix it. It’ll just amplify the problems.
My reason was simple: replayability. My RPG had a great story, but once you finished it, there was little incentive to return. A roguelite structure offered endless possibilities for procedural generation and build variety. The risk of permanent death, while terrifying for some, also added real stakes that my original game lacked.
Surgery, Not Amputation: Adapting RPG Mechanics
Don’t just slap permadeath on your existing game and call it a roguelite. This is where many developers fail. Look at your RPG’s core mechanics. Which ones can be adapted, and which need to be scrapped?
Consider skill trees. In my RPG, they were static. Once you picked a path, you were locked in. For the roguelite version, I redesigned them to be more modular. Players could find “skill shards” during runs, allowing them to experiment with different builds each playthrough. This kept the RPG’s core progression, but added roguelite’s strategic choice.
Another example: story. My RPG had a linear narrative. In the roguelite, the main story was broken into fragments scattered throughout the procedurally generated world. Each run pieced together a bit more of the overall narrative, making exploration more rewarding.
Procedural Generation: More Than Just Random Rooms
Procedural generation is the engine that drives a roguelite. But simply generating random rooms isn’t enough. It needs to be meaningful random.
I spent months tweaking my generation algorithm. Early versions created levels that were either too easy or impossibly difficult. The key was to introduce weighted randomness. Certain enemy types, room layouts, and item drops were more likely to appear in certain biomes, creating a sense of progression and anticipation.
Don’t underestimate the importance of “hand-placed” elements, either. Injecting handcrafted rooms or events into the procedural mix can add moments of surprise and break up the monotony. My game has a rare “Merchant’s Oasis” that appears in a random location each run, offering powerful items and valuable lore.
Permadeath: The Ultimate Consequence
Permadeath is the defining feature of a roguelite. But it’s also the most delicate. Too punishing, and players will quit in frustration. Too lenient, and the tension evaporates.
My solution was a tiered system. The game had a “story mode” with checkpoints and limited permadeath, allowing players to experience the narrative without excessive frustration. Then there was a “roguelite mode” with full permadeath and increased difficulty. This catered to both RPG fans and hardcore roguelite players.
Another vital element is progression outside of runs. Allow players to unlock new characters, items, or abilities that persist between playthroughs. This provides a sense of accomplishment, even after a crushing defeat.
Keeping the Plot Alive: Narrative in a Roguelite
Roguelites are often criticized for lacking a compelling narrative. But that doesn’t have to be the case. You can preserve your RPG’s story, even within a roguelite framework.
Think about games like Hades. It masterfully weaves a compelling narrative into its roguelite structure. Each run reveals more about the characters and the world.
My approach involved using environmental storytelling. Each biome in my game contained clues and remnants of a past civilization, slowly revealing the backstory. Dialogue with NPCs was also randomized, with characters offering different pieces of information each run.
Case Study: Dead Cells - A Successful Pivot
Dead Cells is a prime example of an RPG-inspired game that successfully transitioned to a roguelite. It retained the satisfying combat and progression of an RPG, while embracing the procedural generation and permadeath of a roguelite.
What made it work? The tight controls, diverse weapon selection, and rewarding upgrade system. Dead Cells proves that you can have a deep and engaging experience, even with permadeath.
Player Feedback: Iterate, Iterate, Iterate
Don’t assume you know what players want. Get your game in front of people as early as possible. Gather feedback on the difficulty, progression, and narrative integration.
I ran closed betas throughout the development process, constantly tweaking the game based on player input. Some changes were minor, like adjusting enemy stats. Others were more significant, like completely redesigning the skill tree.
Pay close attention to streamers and YouTubers. Their gameplay videos can provide invaluable insights into how players are experiencing your game.
Common Mistakes (And How to Avoid Them)
- Ignoring the RPG’s Identity: Don’t strip away everything that made your RPG unique. Retain the core mechanics, story elements, and characters that resonated with players.
- Poor Procedural Generation: Randomness for the sake of randomness is a recipe for frustration. Focus on creating meaningful variations and ensuring that each run feels different and engaging.
- Unbalanced Permadeath: Too punishing, and players will rage quit. Too lenient, and the tension disappears. Find the sweet spot that keeps players engaged without feeling cheated.
- Ignoring Player Feedback: Don’t develop in a vacuum. Get your game in front of people early and often. Listen to their feedback and use it to improve your game.
The transformation from RPG to roguelite is a challenging one. But with careful planning, a willingness to experiment, and a healthy dose of player feedback, you can create a unique and engaging game that appeals to both RPG and roguelite fans. Just remember, the goal isn’t to erase what made your RPG special, but to build upon it.