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GAMES  March 2022

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Subject:

a call for papers from James Cartlidge

From:

Mark Palmer <[log in to unmask]>

Reply-To:

Mark Palmer <[log in to unmask]>

Date:

Thu, 24 Mar 2022 18:09:30 +0000

Content-Type:

text/plain

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I have a call for papers I'm trying to circulate to the game studies community - is there any chance you could post it to your list please? Details are below.

Thanks and all the best,
James Cartlidge

https://roguelitebook.wordpress.com/
[log in to unmask] 

2nd Call for Abstracts - A proposal, with selected abstracts, has been sent to a publisher and received initially positive reviews. We are now looking to collect more contributions and improve the proposal for a second submission.
Abstracts on any topic related to roguelites will be considered, however we are especially looking now to improve the gender diversity and international appeal of the volume, and collect submissions on topics not yet covered. Therefore, submissions from female authors and contributions which relate to the following topics are especially welcome:
•	Gender
•	Race
•	Non-Western Perspectives
•	The influence of Roguelikes on Roguelites

Original text of the 1st call:
I am currently soliciting abstracts for an interdisciplinary edited volume of essays on ‘rogue-lite’ video games – like ‘Hades’, ‘Slay the Spire’, ‘Dead Cells’, ‘Binding of Isaac’, ‘Spelunky’, ‘FTL’ and so on. Roguelites are an important, popular new wave of games that are heavily inspired by, but which differ in important ways from, ‘roguelike’ games. There have been some excellent books about the nature and history of roguelikes that have appeared recently and I think it would be great to have a collection of essays which discusses roguelites, exploring the continued influence roguelike games have on video game culture from a variety of intellectual perspectives.
Potential topics include, but are not limited to, the following:
•	Roguelites and Game Design
•	Roguelites and Narrative
•	Worldbuilding in Roguelite Games
•	History of Roguelite Games, and their Significance
•	The Influence of Roguelikes on Roguelites
•	How Roguelites Experiment with Roguelike Gameplay Mechanics
•	Differences Between Roguelikes and Roguelites
•	Critical Perspectives: Roguelites vs. Roguelikes
•	Difficulty
•	Meta-Progression
•	Roguelite Innovations in Procedural Generation
•	Philosophical, Phenomenological or Existential Readings of Roguelites
•	Psychological Themes and Player Motivation Analysis
•	Roguelites and Learning
•	Comparative Analysis of Roguelite Games
•	Interviews with Game Developers
•	The Future of the ‘Rogue-’ Genre
If you’re interested, please send a title and abstract (300-500 words) (or any questions you may have) to the following email address:
[log in to unmask]
Feel free to distribute this to anyone that might be interested. You can find a tentative description of the book below, for inspiration. I look forward to hearing your ideas!
 
Book Description:
‘The Rise of the Roguelite: How Roguelikes are Influencing Contemporary Video Games’
 
“The ‘roguelike’ genre of video games is arguably one of the most interesting, but its status as one of the most influential is beyond doubt: its gameplay mechanics and innovations in design have indelibly impacted video game culture up to the present day. This is evidenced profoundly by the recent creative boom of ‘roguelite’ titles, which creatively appropriate and subvert various roguelike features and blend them with other genres. This has resulted in some of the best, most critically acclaimed, and noteworthy games of the past decade, from the multi-award-winning ‘Hades’, the influential ‘Slay the Spire’, the popular ‘Dead Cells’ and many others. Roguelites represent the most recent chapter in the storied history of one of gaming’s most important genres and are introducing swathes of gamers to roguelike ideas using 21st century ideas and technology. Understanding the rise of the roguelite is crucial to understanding current trends in gaming, but despite admirable texts on roguelikes appearing, the research usually does not discuss the most recent developments of the movement, often stopping at 2008’s ‘Spelunky’, 2011’s ‘Binding of Isaac’or 2012’s ‘FTL: Faster Than Light’ – often not discussing them in much detail either.
The proposed interdisciplinary volume would contribute to filling this gap, complementing the already existing research by commenting on the developments of the past decade. Its essays would discuss the historical development and significance of roguelites, issues of genre and categorization, critical perspectives, the influence of roguelikes on roguelites, the differences between the two, and how roguelites make use of and subvert roguelike mechanics. Essays on history, design and case studies of significant roguelite titles would probably take up much of the book, but essays on narrative, psychological elements and philosophical themes of roguelites (or even how to play them) would certainly be welcomed for consideration. Roguelikes have a complicated and controversial history, but in the recent burst of roguelite titles, we can see how they continue to tangibly influence contemporary video games. The proposed volume will analyze this important wave of games and put them in historical context, informing readers about their development out of and relation to the roguelike genre that inspired them.”
https://roguelitebook.wordpress.com/

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