In many ways, Minecraft is the polar opposite of a roguelike.
In a classic roguelike (Rogue, Moria, Angband, Hack, NetHack, etc.), everything you do is in service to the singular goal of delivering the killing blow to Morgoth or picking up the Amulet of Yendor. That's the whole game. Everything else is just a stepping stone to reach the turn that declares you winner. There are no real "side" quests because the whole point of everything is to acquire the equipment, consumables, and experience needed to survive the final battle.
Minecraft is the exact opposite. It takes about five minutes to build enough of a base to survive indefinitely. After that, you've essentially "won". For many years, Minecraft didn't have the End Dragon or anything approaching and "final boss". Even after adding it, in the culture of Minecraft, many players don't consider that the goal of the game. The game itself does not end after you've beaten the End Dragon. In fact, doing so gives you new items which implies there are useful play actions to do after killing the End Dragon.
Classic roguelikes are a game where most players don't really get to define what it means to win. The game explicitly says what your goal is. Minecraft is more like a play space that gives you a number of options to explore but it's mostly up to you to decide what kind of game you wish to play in there. I've played Minecraft for years and I've never been to the End, even though I almost exclusively play in survival mode.
You can play roguelikes like they're Minecraft (I used to carry a pet slime mold for fun in Angband) and you can play Minecraft like a roguelike (kill the End Dragon as efficiently as possible and then declare it over), but the games-as-artifacts themselves don't push you in the same direction.
In a classic roguelike (Rogue, Moria, Angband, Hack, NetHack, etc.), everything you do is in service to the singular goal of delivering the killing blow to Morgoth or picking up the Amulet of Yendor. That's the whole game. Everything else is just a stepping stone to reach the turn that declares you winner. There are no real "side" quests because the whole point of everything is to acquire the equipment, consumables, and experience needed to survive the final battle.
Minecraft is the exact opposite. It takes about five minutes to build enough of a base to survive indefinitely. After that, you've essentially "won". For many years, Minecraft didn't have the End Dragon or anything approaching and "final boss". Even after adding it, in the culture of Minecraft, many players don't consider that the goal of the game. The game itself does not end after you've beaten the End Dragon. In fact, doing so gives you new items which implies there are useful play actions to do after killing the End Dragon.
Classic roguelikes are a game where most players don't really get to define what it means to win. The game explicitly says what your goal is. Minecraft is more like a play space that gives you a number of options to explore but it's mostly up to you to decide what kind of game you wish to play in there. I've played Minecraft for years and I've never been to the End, even though I almost exclusively play in survival mode.
You can play roguelikes like they're Minecraft (I used to carry a pet slime mold for fun in Angband) and you can play Minecraft like a roguelike (kill the End Dragon as efficiently as possible and then declare it over), but the games-as-artifacts themselves don't push you in the same direction.