Epic gamer kitty
Epic gamer kitty
Epic gamer kitty
Am I the only one tired of indie games being defaulted to a rougelike? Don’t get me wrong. Not trying to yuk anyone’s yum, but sometimes a 2-hour game doesn’t need to be stretched into a 20+-hour experience by making it difficult and something I have to play through multiple times.
Maybe I’m the oddball, but in the late 90s through the mid 2010s, I remember when there was a lot less focus on the game trying to ‘beat’ the player. Sure, there were still tough games, but I feel like those were not the popular genre. They were the exception.
Sometimes, after work, I already feel plenty accomplished and just want to blow some stuff up or experience a hero’s journey. There are so many games I’ve avoided with beautiful stories and great gameplay loops simply because I don’t want to be frustrated with the gameplay.
Blue Prince probably would have been one of my favorite games if they hadn’t stretched a 5 hour game to artificially take 10x as long. It’s like playing Myst if, once you realize a clue is there, you have to spend an hour getting far enough to see if it’s possible to test the clue this run or start over.
My wife was playing that for a while. Seems interesting, but I don't think I could tolerate a game that requires that much note taking, and that much pure chance.
What is a rougelike? Does it differ from a roguelike?
I'm only being somewhat facetious fwiw, because I've seen this (presumably?) typo so often that I'm beginning to think there's actually another genre I'm not aware of.
There's roguelikes and roguelites but they get conflated. The definition is kinda subjective but it's basically any game that shares characteristics with the game Rogue. Permadeath, random generation, simultaneous turn-based, tile-based movement and maybe a couple more. Roguelites are anything that uses these concepts but doesn't stick so much to the formula. At least that's my definition and nobody agrees.
It's just a typo. Head into a TTRPG community and be prepared to see rogue mispelled as rouge a lot.
Nah, that's normal, rogues of any type aren't for everybody, but I enjoy them when going inbetween different linear games
You're not alone
It's a joke but cats do get easily bored with toys. That's why you're supposed to hide them when not playing.
never heard of that, cool idea
Bruh, can't have cat permadeath because 9 lives. Also there's plenty of procedural goodness with that bouncy string.
you are the roguelike element foolish human, how you move it around is what randomizes the play
I like Outer Wilds
umm.. it’s holding the stick
Roguelite*
Man, that bothers me too, so many people calling roguelites "roguelike". Unfortunately it's so widespread the Mandela effect is in full force
I've been playing video games since my brother showed me how to load up some kind of mining game on our Commodore 64 back in about 1987.
I still have no idea what a 'roguelike' is.
The name is based on the game rogue from way back in the day, a roguelike is really just any game that has a gameplay loop where you completely reset without any carryover of items or skills, and a roguelite is the same but there will be a small amount of carryover of skills or items or something like that. For instance the binding of Issac is a popular roguelite, you lose all your items when you restart but you can unlock characters that persist even if you die.
I approve. It has cat(s), gaming and roguelike.
I actually can't stand procedurally-generated games, I'd rather have a curated/hand-crafted experience with lots of thought put into every little detail. I'll play it once, enjoy it and remember it fondly then move on to the next thing.
If you haven’t yet.
Outer wilds features a finely hand-crafted solar system and can only be truly experienced in full once.
Perfect example, one if my favourite games full stop.
I also love Satisfactory. The whole map is amazing with tons of interesting things to explore.
I tried going from that to a similar game, Foundry, that uses procedurally generated maps and it just feels soulless in comparison.
Doesn't work well if you easily suffer from motion sickness though. Especially the time pressure heavily incentivizes flying recklessly which only worsens motion sickness. It made the game really only "okay" for me - great gameplay sadly cannot outcompete physical discomfort.
Tunic was vastly more enjoyable for me. It has a similar concept (in that the main obstacle is knowledge) but uses an isometric view and there are no time limits whatsoever.
procedural generation and great curation, hand craftedness and lots of though put into details are not exclusive.
Take Hades for example.
Not mutually exclusive, procedural generation simply means you let an algorithm make stuff for you. Take GTFO for example, the devs procedurally generate rooms and everything that connects them, then hand-pick the best ones, and tweak whatever else they want.
You now have a curated, hand-crafted (they made the assets) experience, that was also procedurally generated. Not to mention there's more to procedural generation than just levels.
I would still call that handcrafted, the devs just use procgen tooling that the player never sees.
I'd say most players think of procgen as the stuff that's actually generating content on the fly for the player
I will remark that you can have both. It's not very common, and I can't remember an example right now, but you can have a main/official seed for the world/levels, providing a curated experience, while also including a randomizer mode that lets you replay the game with a randomized layout.
Sad FTL Noises
I think all approaches have merit. A well envisioned and designed game can be any type.
On the other hand I have serious prejudice regarding open worlds.