If you take roguelikes, and change the design in one direction, you get Auro. If you move in the completely opposite direction, you get Diablo. This is a great example of how philosophically different Dinofarm Games is from a mainstream game developer like Blizzard. Allow me to explain.
First, let’s start with roguelikes – games like Rogue, Nethack, or Dungeon Crawl. These games are turn based dungeon-crawls that evolved out of D&D and the early CRPG era – games like Wizardry and Ultima. These games, themselves were a blend of “game” and “high fantasy simulator”, and so a lot of that stuck around for roguelikes. These games are most certainly more complicated than they have to be as pure games, but a lot of this complication is there to help support a “fantasy” of being a wizard or paladin fighting hordes of monsters in an underground lair.
I love roguelikes, but they all have huge problems stemming from this somewhat undecided purpose. Some of them have an “auto-explore” key, and anyone who plays these games enough will want this feature in just about any of them. This means that the big, expansive levels (of Crawl in particular) are entirely wasted. The UIs are arguably needlessly fiddly, with the player constantly needing to remove his “+2 sword” when he gets a “+3 sword” and other such situations that are entirely the result of a “loot drop” mentality, a mentality which is inherently illogical from a classical game design perspective but makes tons of sense in a high-fantasy simulator.
If you’ve read about Auro, you already know that we’ve taken careful steps to look at what our game is fundamentally about, and then erected only the mechanisms required to express that concept. I intentionally started it from scratch; a blank canvas, to avoid exactly those kinds of pitfalls, while focusing hard on one element I love about the genre. read more