in rogue-lites can motivate players to continually replay the game in the hope of reaching completion, making replayability a high-value factor in these types of games. Game journalist Joshua Bycer observed that several games considered as rogue-lites feature fixed events, even if the means to reach that may be through procedural generation, whereas a roguelike game typically lacks this level of predictability. For example, several rogue-lites require the player to travel a fixed number of biomes, each which culminates in a boss fight, such as Rogue Legacy. Associated with their short length, many rogue-lites feature a metagame, whereby achieving certain goals will unlock persistent features such as the ability to select a new character at the start of the game or the addition of new items and monsters in the procedural generation of the game's levels. Alternatively, each run through rogue-lite may be to collect resources which one then advances their character within the metagame, and a player may simply forgo a complete run once they have collected sufficient materials for that advancement. Several rogue-lites feature daily challenges, in which a preset random seed is used to generate the game's levels in a deterministic fashion so that each player will have the same encounters; players attempt to complete the game through those levels or otherwise get the highest score through online leaderboards. Rogue-lites may also allow the player to enter the random seed directly as to be able to rechallenge the same set of levels or share a difficult set of levels with other players. US Gamer further identified games they consider edge cases of being roguelikes or rogue-lites, as they are inspired by Rogue, and "that stray a bit further from the genre but still manage to scratch the same itch as a great roguelike". These include games such as the Diablo series, ToeJam & Earl, and Dwarf Fortress, the latter which retains the classic ASCII art-approach to gameplay as traditional roguelikes. Ars Technica writer Richard C. Moss alternatively suggested that the term "roguelike" is less necessarily about any specific genre definition but instead the idea that "games can be deep, inventive, challenging, and endlessly compelling experiences through their rules and their systems alone". Subgenres within roguelikes In considering the popularity of roguelikes that deviate from the Berlin Interpretation, the rogue-lites, some subgenres have emerged. Action roguelikes are typically based on combining gameplay of action games within roguelikes in