The roguelike genre has a sort of inherent problem with narrative and plot, one that is similar to the problem of arcade games. The focus of Pac-Man or Donkey Kong is less on the story and more on the gameplay, and roguelikes are no different. The genre, which is characterized by randomly generated levels and many short, failed playthroughs at an often ruthless difficulty defies typical storytelling conventions. While there is always a beginning to a roguelike playthrough, its ending is usually just the point in which the player dies, not some narrative conclusion. There isn’t much room for catharsis in death, and therefore most roguelikes, like The Binding of Isaac, tend to be light on plot because if the games were plot heavy, the player would relive the same introductory chapters over and over again and become bored with them.