JarlFrank
I like Thief THIS much
Funny, I find the exact opposite. Of course, it varies by game, but the difference between playthroughs, even the the exact same race and class, can be quite radical in a roguelike depending on what gets generated. Dealing with a dragon is quite different than a ghost phasing through walls, or being polymorphed into a dog or a level overflowing with explosively breeding monsters. And even those same threats are wildly different depending on your gear. Do you have access to invisibility? Teleportation? AoE wands? Can you alter terrain by digging tunnels or conjuring walls? Can you tame the dragon and make it your pet? Is there a temple the ghost cannot enter? Roguelikes generate a lot of interesting situations. Brogue also nailed the terrain bit; things like burnable grass, pools of lava, exploding swamp gas, collapsing bridges, various traps... certainly more memorable than most hand crafted dungeons I've seen.I look forward to your thrilling roguelike that is the same every single time so you can write a TAS for it.If you have relatively static gameplay (all you do is explore dungeons populated by monsters), proc gen can't offer engaging content for long enough to make the game gripping.
Roguelike gameplay is static in the way that the world doesn't act on its own and doesn't react to your actions much, unlike a strategy game where AI nations do their own thing and the world state changes dynamically. Once a dungeon level has been generated, that's what it looks like.
And since procedural dungeons are never as fun as unique hand-made ones, roguelikes don't grab my attention for long.
There's more variety in different playthroughs of a Total War or Paradox game even though those are set on pre-made maps than there is in roguelikes.
Strategy games otoh, are pretty much paint by numbers. Make a doomstack, roll over cities, curse and make a garbage clearing stack for the gnats trying to retake stuff you conquered 30 turns ago. The map itself never really even matters. I think the only location in Total Wahammer I cared about was that one city that gave a huge discount for dragons, and that only matters for high elves. Anything else is just some arbitrary amount of gold and a chunk of map to paint. You can use the same 3 or so strategies anywhere on the map with any faction. Hell, you can use it in multiple GAMES and it'll still work. Something like "1/3rd melee 2/3rds ranged, wait until it's as big a stack as you can command then move out and attack cities whenever the stack is at full health" describes probably 75% of the Total War franchise. Whether the vampire counts have skeleton spearmen or skeleton swordsmen doesn't really make a difference.
Eh, I tend to play TW games with mods and improved AI and some of those give real different rosters to different factions, so it does matter which guys you're fighting. Also in Paradox games it's fun to see the world develop differently in each game. Crusader Kings 2 is the best example for that kind of emergent gameplay. It really creates some interesting and unique situations. I once played as an Anglo-Saxon kingdom, managed to unite England, had a nephew marry a Byzantine princess. He had a daughter who inherited a weak claim to the Byzantine throne. So when the Byzantines were in a civil war, I declared war on them to press the little girl's claim. Cause their armies were busy elsewhere, I managed to occupy Constantinople and get them to accept peace. So an 8 year old girl of English culture and Catholic faith became the Byzantine Empress. Of course, the Byzzie nobles weren't very happy with an underage girl of foreign faith and culture ruling over them, so only a year later a usurpation war started which the girl lost. She ended up in the dungeons and was kept there until she was 16. At some point I noticed that she had returned home to the small Irish province her father was governing, and she was missing her eyes! The Byzantines had blinded and released her. She spent the rest of her life as duchess of an Irish backwater province.
Meanwhile in roguelikes the only variation I get is... fighting random enemies with random equipment. Meh. It becomes repetitive to me very quickly, and roguelike gameplay is pretty limited anyway due to its single character nature as compared to strategy games where you command multiple units, or a party-based RPG (are there any party-based roguelikes?). I've played many roguelikes but none of them managed to even remotely compete with the hand-crafted dungeons and encounters of BG2, ToEE, KotC, Ultima Underworld, Arx Fatalis, etc.