That sounds like it is in the neighbourhood of map-and-key? Though I'm not sure if video games really compare to RPGs - I don't think there's coordination of fiction in the same way, as there is not the creation of a shared imagined space.
I know you're familiar with D&D 4E, so a Roguelike might be similar to an encounter deck, but the map would also be randomly generated. Though, once a piece is generated, it is there and it exists.
You might know the starting point and the end "win" condition, but everything in between would be generated as you play.
There are not pre-defined scenes at all, but "scenes" might grow from how generated pieces of content interact and/or how the players choose (or choose not to) interact with something.
Making up an example as I'm typing:
Let's say you create an encounter deck based upon the concept of a dragon lair in a cave system. After the PCs enter, the first area is randomly generated to include a group of goblins. Maybe the players interact with the goblins and decide to just ignore them after it is determined that they are not initially hostile and are just a group with their own motivations that don't currently intersect with the PC mission at all. So, the PCs move on and are lucky (or unlucky enough) to generate the dragon encounter right away in the second area. The PCs win. The group may decide to continue exploring, but let's say they don't...
The previously generated goblins still exist, and they decide "hey, the dragon is dead... let's go find the hoard." This occurs independently of the PCs.
Though, maybe later on, the PCs need to engage in a skill challenge to ask a goblin king for safe passage through an area. Perhaps it turns out that the king is one of the goblins from that earlier adventure, who got rich from the loot left behind that the PCs chose not to seek out.
That last part isn't necessary, but I'm trying to illustrate that once a generated element is given life in the game world, it may continue to have agency and evolve by interacting with other generated pieces, even if the PCs aren't around.
Later, when/if the PCs again encounter that generated game piece, the components of the piece may have changed from interacting with other in-game elements.