The Mechanics of Road Not Taken

How might a roguelike look like if it featured a thinker and explorer, instead of a traditional warrior? If being clever was more important than being strong? That’s a design challenge we’ve attempted to tackle with Road Not Taken.

You play a ranger in a frigid, enchanted forest, trying to save lost children. You start with a few easy-to-learn abilities. You can pick up any adjacent objects, you can carry them around, and you can throw them. Trees, boulders, bears — they all float at your command. But you need to be careful; whenever you carry things, it costs you stamina. If you run out of stamina, you collapse face-first into the snow. No checkpoints, no reloads. It’s over.


The Environment is the Threat

In Road Not Taken, both the challenge and the exciting moments come from the setting itself. You’ll be intrigued by strange objects that you haven’t encountered before, and whose characteristics are never fully explained. There are wild creatures running about, spiky plants that hurt you if you pick them up, and blizzards that sap your strength.

There isn’t a clear way into or out of the heart of the forest, and to make matters worse, the exit to every area is blocked. It’s a chaotic and dangerous mess, and you’ll feel the intensity ratchet upwards as your stamina decreases step-by-carefully-planned step.

You unlock the exits to a section of the forest by organizing the chaos with your powers. Say, for example, that you’ve got an exit blocked by rocks, and you notice that it requires five trees to open. You look over the map and spot a bunch of trees blocked behind various rocks and creatures. Being incredibly smart, you start moving things around and eventually collect the trees together into a single, connected set. Voila! The exit rumbles open.

Road Not Taken on PS4 and PS Vita

Unique Objects with Unique Behaviors

Organizing the chaos is trickier than it looks. You could simply lug trees into position, but you’d end up draining your energy and eventually succumb to the winter storm. And on top of that, you have to deal with all the unique creatures and objects in your way, each of which has its own unexpected ways of moving, combining, and/or draining your stamina.

In Road Not Taken, you improve mainly by learning how things work and learning to play more strategically. For example, moles burrow under things. That doesn’t seem very useful until you figure out that this lets you shift otherwise-immoveable stones around. Forest spirits hurt you if you walk into them, then they vanish. But spirits can also help you… if you learn to unlock their secrets.

And speaking of secrets: they’re everywhere. Sometimes I think of Road Not Taken as this giant treasure box of secrets. Some objects magically combine into new objects that restore your stamina or serve as powerful tools for you. Other objects seem totally useless until you discover the context that makes them helpful (What’s up with that goat, and why is he pooping all over the place?).

Road Not Taken on PS4 and PS Vita   Road Not Taken on PS4 and PS Vita

The Behavior System

Behind the scenes, the objects in Road Not Taken use what’s called a component based architecture. This lets us as game developers combine behaviors in incredibly flexible ways.

To see why this is useful, it helps to understand that many games rely on object-oriented programming methods. You might have a monster class that defines general movement, hit points, etc. Then you create an archer sub-class that has all the properties of the monster, but also adds the abilities to shoot arrows. This is a great technique, but you run into some problems. Say you have an archer sub-class, and also a warrior sub-class that can use a shield. It can be tricky to then create a new creature that can both fire a missile and use a shield. You could move both those abilities back up into the base monster class, but with dozens of abilities and billions of combinations, it can get messy very quickly.

In a component-based system, the behaviors like missile and shield are completely separate. That lets the designer (That’s me!) mix and match them together. Once I have a set of a couple dozen behaviors, the limits to what I can do are mostly my imagination. Do I want a timid wolf that runs from people but eats deer and turns into a giant ghost wolf if a pack of five are collected together? I can do that with just a few lines of code!

That lets me experiment faster, so that we can build a wide variety of interesting and unique objects (and it lets me hide all sorts of secrets in the game!).

Random Generation

Here’s the other thing about Road Not Taken: like any good roguelike, its playfields are procedurally generated. You can’t memorize a solution. You need to learn the behaviors of each animal or object in the environment and be clever about using those in each new context. Playing Road Not Taken is more like improv jazz than repetitive practice.

Failure is Mastery

You’ll fail a lot initially. The first time the dark spirits emerge and suck your warmth away, you probably won’t recover. The first time you’re forced to abandon a child because you know you can’t reach them without passing out, you probably won’t feel so great.

But eventually, with a lot of cleverness, you’ll master the forest. You’ll rescue all the children. And then you need to deal with the rest of your life, which as it turns out isn’t so easy. What does “victory” mean when you’re still coming home to a sick loved one, or a stricken friend who can’t be helped?

But that’s a blog post for another day.

Take care,


8 Comments in 'The Mechanics of Road Not Taken'

  • Brett
    December 10, 2013 at 2:45 pm

    Awesome! Does the random generation thing make it so each level is completable without running out of stamina? Like, there’s always an optimal path that the game expects you to take? Or does it just randomly scatter objects and creatures throughout the level?

  • Daniel Cook (@danctheduck)
    December 10, 2013 at 6:00 pm

    At the basic difficulty, you should be able to complete most levels without running out of stamina. It is however structured in a way that it is less about optimal paths than efficient use of resources. I think of the game as being more about soft puzzles like Tetris or Triple Town. The focus is thus on player performance vs fixed solutions.

    If you choose to increase the difficulty, I make no promises. 🙂

    take care,

  • Noah
    December 10, 2013 at 9:26 pm

    When is this game coming out? Or can you not say?
    Didn’t you guys say it was coming out near the end of this year, because it is the end of this year and Im too excited to wait any longer…

  • orangesander
    December 10, 2013 at 9:34 pm

    Yes, it couldn’t be more “the end of the year”! 🙂

  • David (aka Chedd)
    December 11, 2013 at 11:26 am

    Shooting for first half of 2014. 🙂

    • Noah
      December 14, 2013 at 11:29 am

      That’s SO FAR AWAY… I have been keeping up with this game from the from the very beginning and I can’t wait any longer! Every day I check the blog for more information about the game. The wait is killing me! But I will be patient so you guy can load in as much stuff into the game as possible. 😀

  • Gordon Cranford (@headcrabs)
    December 21, 2013 at 3:47 pm

    PS4 fans shouldn’t have all the fun. I sincerely hope that Road Not Taken finds itself on the Xbox One eventually.

  • Radomir Dopieralski
    December 26, 2013 at 8:37 am

    I’m really looking forward to try this game. I really love how you guys think bout game mechanics and I would love to see your take on the mechanics of Rogue, however…

    This is not the mechanics of Rogue. I understand that you decided to take a step back, look at what people love about Rogue and roguelikes, and achieve that with your own means and mechanics. So you have discovering of game mechanics as you play, you have high difficulty level, you have high replayability, etc. This is commendable and I wish it all works, but I don’t think this game is going to be “like Rogue” in any way.

    Rogue is a game of risk management. You learn what dangers there are and how to play in such a way, as to leave yourself options that will let you deal with the unforseen. You also balance resources, and try to keep a margin large enough to not be destroyed by a random event. The randomly generated levels that you discover as you go, the food clock, the unidentified potions and scrolls, etc. all give you an environment where nothing is sure, but you can try to prepare for at least the most common dangers. And then, of course, something completely unexpected kills you, or even better, drives you close to death, but you still manage to survive. That is what Rogue is for me.

    I know that you are still working on the game, but the gameplay so far doesn’t look like it would be anything like this. Everything random is generated at the beginning of the level, and from there it’s just a puzzle. There is no preparing for the unknown. You can’t take something with you to the next level just in case, so that you can use it to deal with something especially nasty that was randomly generated — you just have to hope. Even if the movement of creatures is random, that doesn’t really give the risk mitigation gameplay of Rogue.

    So I’m not sure it’s a very good idea to even mention the word “roguelike” when talking about this game. I don’t think you want to deal with the roguelike fans complaining about yet another roguelike-like, and to have disappointed players who really expected a dungeon crawl.