points. The Berlin Interpretation defined eight high-value factors: The game uses random dungeon generation to increase replayability. Games may include pre-determined levels such as a town level common to the Moria family where the player can buy and sell equipment, but these are considered to reduce the randomness set by the Berlin Interpretation. This "random generation" is nearly always based on some procedural generation approach rather than true randomness. Procedural generation uses a set of rules defined by the game developers to seed the generation of the dungeon generally to assure that each level of the dungeon can be completed by the player without special equipment, and also can generate more aesthetically pleasing levels. The game uses permadeath. Once a character dies, the player must begin a new game, known as a "run", which will regenerate the game's levels anew due to procedural generation. A "save game" feature will only provide suspension of gameplay and not a limitlessly recoverable state; the stored session is deleted upon resumption or character death. Players can circumvent this by backing up stored game data ("save scumming"), an act that is usually considered cheating; the developers of Rogue introduced the permadeath feature after introducing a save function, finding that players were repeatedly loading saved games to achieve the best results. According to Rogues Michael Toy, they saw their approach to permadeath not as a means to make the game painful or difficult but to put weight on every decision the player made as to create a more immersive experience. The game is turn-based, giving the player as much time as needed to make a decision. Gameplay is usually step-based, where player actions are performed serially and take a variable measure of in-game time to complete. Game processes (e.g., monster movement and interaction, progressive effects such as poisoning or starvation) advance based on the passage of time dictated by these actions. The game is non-modal, in that every action should be available to the player regardless of where they are in the game. The Interpretation notes that shops like in Angband do break this non-modality. The game has a degree of complexity due to the number of different game systems in place that allow the player to complete certain goals in multiple ways, creating emergent gameplay. For example, to get through a locked door, the player may attempt to pick the lock, kick it down, burn