Or as Tolstoy would say, "All newbie users are alike; each advanced user is advanced in his own way".
I did, but then the problem is not with the term "roguelike" or its name. You want to define a totally different concept, which is orthogonal to "roguelikeness". So the term "roguelike" is not a misnomer.
That the term "roguelike" is vague is a well-known fact, but there are definitions around much better than the one in the article: http://roguebasin.roguelikedevelopment.org/index.php?title=What_a_roguelike_is
The distinguishing features of roguelikes are random world generation, permadeath, complexity of item interaction, RPG-like stats, killing scores of monsters, grid-based motion, turn-based mechanics and arguably ASCII interface. A game may be a roguelike and not have all of these, but if it has, say, all but two, it is undoubtedly a roguelike.
The reasoning in the article that leads into calling "Super Smash Bros Brawl" a roguelike is just ludicrous. Of course there is no limit to how one can redefine a term, but one should not expect to be taken seriously after saying that every animal with four paws should be called a dog. Saying that "Super Smash Bros Brawl" is a roguelike because it is complex in some way goes against the common use of the word. The author of the article should find a different name for what he means.
Designing a game that would be fun for beginners/casual players and challenging for experts at the same time is extremely difficult. Ten or twenty years ago there were no games like that. Now, with the popularization of things like tutorials and achievements, we are getting closer, but we still aren't there in most genres.
I think the game that does the best job at this (out of those I have seen) is New Super Mario Bros Wii. It has several layers of complexity and can be played at various levels of challenge, from using the bubble or the Super Guide to get you out of the levels to getting all the star coins in the game or finding tricks for infinite lives. I have seen both absolute beginners and old-school hardcore gamers having loads of fun with this game (even when both kinds of players are playing *together*!) and that is truly remarkable, and something to mark in the history of game design.
Now, how could this be applied to Starcraft II? No idea...
I'm not so young, I actually was a Slashdotter when Taco said that. But sadly I was posting as an AC for a long time before deciding to register and get an user ID.
No maximize/minimize buttons. Less functionality than a KDE. Lame.
I live in an area with lots of underground granite that emits radon. The background radiation here is estimated to be around 12 mSv/year. That's around 32 uSv/day, i.e., 320 bananas. More like a crate than a bunch, I'd say.
"There is such a fine line between genius and stupidity." - David St. Hubbins, "Spinal Tap"