{"id":357,"date":"2025-12-27T09:23:33","date_gmt":"2025-12-27T09:23:33","guid":{"rendered":"https:\/\/joystickera.com\/?p=357"},"modified":"2025-12-27T09:31:07","modified_gmt":"2025-12-27T09:31:07","slug":"roguelike-una-crisis-de-level-design","status":"publish","type":"post","link":"https:\/\/joystickera.com\/index.php\/2025\/12\/27\/roguelike-una-crisis-de-level-design\/","title":{"rendered":"Roguelike: una crisis de level design"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Lo que parec\u00eda una moda pasajera, la de los roguelikes, cada d\u00eda parece m\u00e1s claro que no lo es. Videojuegos con contenido procedural han existido siempre, pero el refinamiento y la cantidad de ideas que se est\u00e1 configurando bajo la p\u00e1tina de constante aleatoriedad ahora mismo no tiene precedente. <mark style=\"background-color:rgba(0, 0, 0, 0)\" class=\"has-inline-color has-vivid-purple-color\">Son varios a\u00f1os con roguelikes ganando premios, vendiendo toneladas de copias y lo m\u00e1s notorio, saltando del indie al triple A.<\/mark> \u00bfLo bueno? Muchos creadores est\u00e1n explorando lo inexplorado como nunca antes. \u00bfLo malo? El level design est\u00e1 en crisis, la necesidad de crear escenarios complejos est\u00e1 en m\u00ednimos hist\u00f3ricos.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Siendo realistas, esta deriva del level design (perd\u00f3n por usar el t\u00e9rmino ingl\u00e9s, pero se me hace m\u00e1s certero y universal) no ha empezado ahora, sino que se ha gestado a lo largo de varias tendencias pasadas. Los open world tambi\u00e9n han contribuido a debilitar una buena estructura de niveles, fomentando la libertad por encima de las restricciones calculadas. El ejemplo m\u00e1s reciente de esto es Mario Kart World, que a ra\u00edz de su nuevo mundo abierto, ocasion\u00f3 una serie de circuitos insulsos (los famosos intermissions) que Nintendo ha tratado de parchear recientemente.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Tambi\u00e9n ha habido g\u00e9neros que se han centrado mucho m\u00e1s en lo mec\u00e1nico y han dejado de lado el dise\u00f1o de niveles, principalmente juegos de acci\u00f3n pero tambi\u00e9n algunos RPGs. Ya sabes a lo que me refiero: los hack and slash nacieron con un Devil May Cry que heredaba el ligeramente complejo mapa de Resident Evil, y hoy en d\u00eda se ha minimizado a un pasillo con combates. <mark style=\"background-color:rgba(0, 0, 0, 0)\" class=\"has-inline-color has-vivid-purple-color\">Si lo que importa es el combate, \u00bfpara qu\u00e9 &#8220;perder&#8221; el tiempo en explorar, buscar \u00edtems o resolver puzzles?<\/mark> Caso similar el de FFXVI o los dos \u00faltimos Doom. Determinados juegos incluyen noveles elaborados, como Assassins Creed, pero se preocupan en incluir marcadores y br\u00fajulas constantes para evitar que el jugador se relacione de cerca con el dise\u00f1o del nivel.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">El tema de los roguelikes es m\u00e1s espinoso, porque la complejidad de los niveles ah\u00ed no se reduce por decisi\u00f3n creativa \u2014 se elimina por necesidad t\u00e9cnica. Juega cualquier roguelike y encontrar\u00e1s en general un level design bastante primitivo, la mayor\u00eda de las veces se disponen un conjunto de escenarios o habitaciones que se repiten con aleatoriedad a lo largo de los niveles. Returnal, Hades o Into the Breach tienen este dise\u00f1o de niveles peque\u00f1os hechos a mano, interconectados entre s\u00ed de alguna forma. No hay estructuras por encima, ni ninguna interacci\u00f3n entre estancias, ni atajos, secretos. A veces encontramos alguna mec\u00e1nica especial pero siempre se limita a esa habitaci\u00f3n exclusivamente, como las habitaciones con l\u00e1seres de Returnal.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"800\" height=\"450\" src=\"https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013665.webp\" alt=\"\" class=\"wp-image-363\" srcset=\"https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013665.webp 800w, https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013665-300x169.webp 300w, https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013665-768x432.webp 768w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><figcaption>Spelunky<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Otros roguelikes optan por crear niveles de forma procedural \u2014 cada baldosa o escalera se genera sobre la marcha, el objetivo es crear un escenario que tenga sentido con los mismos ingredientes, literalmente distinto cada vez que juegas. Ejemplos de esta estrategia los encontramos en Caves of Qud, Spelunky o Dead Cells, son lo m\u00e1s parecido al original Rogue. <mark style=\"background-color:rgba(0, 0, 0, 0)\" class=\"has-inline-color has-vivid-purple-color\">El dise\u00f1o aqu\u00ed lo hace, en cierto modo, un algoritmo, cuya capacidad creativa es obviamente limitada.<\/mark> El dev puede llevar a cabo ciertos trucos para crear situaciones interesantes, como en algunas ocasiones de Spelunky que nos sit\u00faa en desaf\u00edos platformeros dif\u00edciles o directamente imposibles si no usamos un objeto. Mientras que esta aproximaci\u00f3n es interesante y fomenta la rejugabilidad, tampoco vamos a encontrar una complejidad significativa, y tras unas pocas partidas, normalmente ya se han puesto todas las cartas sobre la mesa.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">En algunos roguelikes el dise\u00f1o de niveles es directamente muy b\u00e1sico o inexistente. Se me ocurren Vampire Survivors o Ball x Pit, donde una fase se diferencia de otra por d\u00f3nde aparecen los enemigos, pero apenas hay nada m\u00e1s aparte de eso, sean trampas, interruptores o una estructura un poco enrevesada. Minecraft, sin ser un roguelike, tambi\u00e9n sent\u00f3 las expectativas de esta f\u00f3rmula, con un generador de mundos que siempre segu\u00eda las mismas reglas y fomentaba el uso del escenario como un lienzo, o un campo de recursos, seg\u00fan el caso.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"830\" src=\"https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013668.webp\" alt=\"\" class=\"wp-image-364\" srcset=\"https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013668.webp 1000w, https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013668-300x249.webp 300w, https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013668-768x637.webp 768w\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" \/><figcaption>Mapa un nivel de Doom<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Quiz\u00e1 sea ingenuo, pero echo de menos el dise\u00f1o de niveles laber\u00edntico o sesudo que era m\u00e1s habitual anta\u00f1o, y de vez en cuando tambi\u00e9n se deja ver en la actualidad. \u00bfDe qu\u00e9 estoy hablando exactamente? Explorar mundos virtuales siempre es, hasta cierto punto, entretenido, uno puede ponerse a jugar al Wolfenstein original y encontrar diversi\u00f3n en su primitivo sistema de habitaciones y puertas, pero no cabe duda de que el <mark style=\"background-color:rgba(0, 0, 0, 0)\" class=\"has-inline-color has-vivid-purple-color\">Doom a\u00f1adi\u00f3 una complejidad extraordinaria con mucha m\u00e1s interacci\u00f3n: llaves, escondites, secretos, saltos dif\u00edciles, paredes falsas, interruptores&#8230; <\/mark>pues este es el tipo de sofisticaci\u00f3n que se est\u00e1 dejando de lado, o esa es mi impresi\u00f3n, porque cada vez se valora menos.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">La artesan\u00eda que requiere un buen level design \u2014el que vemos en juegos como Tomb Raider, The Legend of Zelda o Dark Souls\u2014 est\u00e1 \u00edntimamente ligada con la posibilidad de que el jugador se pierda, se frustre, se atasque o tenga que recorrer la misma zona varias veces. Es una fricci\u00f3n que se evita cada vez m\u00e1s en videojuegos, por la b\u00fasqueda infatigable de la diversi\u00f3n constante, o lo que muchos entienden por diversi\u00f3n, que a veces es m\u00e1s dopamina constante y est\u00edmulos ininterrumpidos. Siempre ha habido y habr\u00e1 juegos para todos los gustos y colores, y sin embargo, a menudo me veo haciendo esfuerzos m\u00e1s grandes para encontrar juegos actuales que destaquen en este \u00e1mbito. Y no, la respuesta ya no es &#8220;ve a los indies&#8221; cuando cada vez m\u00e1s indies optan tambi\u00e9n por la dopamina y la linealidad \u2014con excepciones, por supuesto, como los brillantes Silksong y Blue Prince.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"755\" src=\"https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013669-1024x755.png\" alt=\"\" class=\"wp-image-365\" srcset=\"https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013669-1024x755.png 1024w, https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013669-300x221.png 300w, https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013669-768x567.png 768w, https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013669-1536x1133.png 1536w, https:\/\/joystickera.com\/wp-content\/uploads\/2025\/12\/1000013669-2048x1511.png 2048w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption>La cisterna, Tomb Raider (1995)<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">La conclusi\u00f3n a la que llego no es que antes se hac\u00edan las cosas mejor, no (antes, de hecho, el dise\u00f1o de niveles promedio era bastante peor, opino), sino que estamos en una &#8220;crisis&#8221; de level design. Como todas las crisis que ocurren de vez en cuando (\u00bfalguien se acuerda de cuando casi todos los juegos eran de color marr\u00f3n?), terminar\u00e1 pasando y tendremos una nueva hornada de juegos m\u00e1s enfocados en escenarios complejos e interactivos. \u00bfVolver\u00e1n las mazmorras cl\u00e1sicas al Zelda? \u00bfLas llaves a Doom? \u00bfLas ruinas laber\u00ednticas a Tomb Raider? Probablemente, aunque me imagino que la tendencia la volver\u00e1 a marcar otro indie, como Hollow Knight, Vampire Survivors o Expedition 33.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Lo que parec\u00eda una moda pasajera, la de los roguelikes, cada d\u00eda parece m\u00e1s claro&hellip;<\/p>\n","protected":false},"author":1,"featured_media":358,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"om_disable_all_campaigns":false,"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[10,23,1],"tags":[18],"class_list":["post-357","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-articulos","category-industria","category-uncategorized","tag-diseno-de-videojuegos"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.8 - aioseo.com -->\n\t<meta name=\"description\" content=\"La simplificaci\u00f3n del dise\u00f1o de niveles, para evitar fricci\u00f3n, o para potenciar la rejugabilidad, conduce unas tendencias preocupantes.\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"Andr\u00e9s JC\"\/>\n\t<link rel=\"canonical\" href=\"https:\/\/joystickera.com\/index.php\/2025\/12\/27\/roguelike-una-crisis-de-level-design\/\" \/>\n\t<meta name=\"generator\" content=\"All in One SEO (AIOSEO) 4.9.8\" \/>\n\t\t<meta property=\"og:locale\" content=\"en_US\" \/>\n\t\t<meta property=\"og:site_name\" content=\"joystickera.com - 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