Meaningful player choice is essential to games of all genres, and this short talk provides an overview of the major choice types that appear in games: mutually exclusive actions, risk versus reward, now versus later, resource trade, and dilemma.
To help illustrate each choice type, this talk highlights examples from popular games in the genre such as NetHack, Brogue, Forays into Norrendrin, Dungeon Crawl Stone Soup, and the original Rogue. This talk also touches on choice-driven elements I added to my own reimagining of Rogue and suggests ideas for choices developers might experiment with in their projects.
Ultimately, this talk aims to give developers a vocabulary for designing choices that can help make their roguelikes more challenging, dramatic, and engaging.