There are many roguelites I enjoyed, but often I've wished for a less hardcore mode that let me enjoy the content without starting from scratch. I must have half a dozen platformers where I've seen the first 10% of the levels a hundred times and nothing beyond that. Most recently, Rogue Legacy 2.
I guess I should embrace "losing is fun", and accept that in case it isn't, the game just isn't for me.
It's certainly one thing to have an "easy mode" that lets the game be a cakewalk, and can be great for tourists.
Similar can be said for "cheat codes" that can empower the same thing.
But at the same time, it can be a tough balance because those things CAN "ruin the game".
Running around D2 with a character edit L99 Amazon one shotting everything and everybody, en masse as well, is fun! Rip roaring, monster slaughtering, boss bonking fun.
But that fun doesn't last. At the same time, you try to go back to play "normal" and, boy, it's hard. It's hard to go back to the 30 hit point character with the 5 dmg sword, no pack space, boots of slowness, no food, etc.
The best technique, I think, is simply a "cheat death". I'm with many, I don't want to have to play the game 10 hours to get into a position where I am ready to encounter the new tough monsters that kill me, so I can learn tactics and techniques for them. I'd rather just restart on the level (or whatever) so I can try again.
Keep me off the score board, kick me off the ladder, that's all fine. But hard to learn how to balance the higher end goodies and tougher monsters when they one shot you and you just lost several hours of game play.
> The best technique, I think, is simply a "cheat death". I'm with many, I don't want to have to play the game 10 hours to get into a position where I am ready to encounter the new tough monsters that kill me, so I can learn tactics and techniques for them. I'd rather just restart on the level (or whatever) so I can try again.
Isn't this literally just every game. Vast majority of games work like this...
There are two species of roguelike player. The conqueror and the explorer.
I am the second type. I only care about death insofar as it inhibits my ability to explore.
Roguelikes generally play to the conqueror a little more than suits me.
Maybe it's an economic constraint. Like the game designer has only so much new amazing stuff to show you. So he has to throttle it to make it last. Put up barriers and such. Lard the exploring with grinding.
A truly deep generative roguelike wouldn't require that. It would have hot and cold running novelty coming out its eyeballs forever.
As a side note, do you think that turned-based-ness is great? The main upside that I see is that it makes the game more relaxed.
Doesn't Rogue Legacy 2's upgrade system mostly solve this issue? You'll eventually outscale the early game enemies and bosses, even if you're not very good?
I read upon accessibility recently and it surprised me how much of it was about simply making the game easier - aim assist, invulnerability, story mode... specifically for gamers like you.
As a once-serious competitive shooter player, I can say that roguelikes and roguelites has been great substitutes as I've aged and lost the drive and time required for competitive team games.
I love the process of going from getting my ass kicked to speed running with multiple stacking difficulties. Roguelikes are also much easier to pick up and put down.
Do you have recommendations? Same story for me, and I've been trying to find low-involvement, fast pick-up games that I can play when I'm brain dead after work but it's surprisingly hard to find.
Shattered Pixel Dungeon on Android and iOS is excellent. I guess it's on steam now as of this year if you prefer not to play on a phone. Great game, entirely free and donation supported.
I recently saw a really fun and informative talk on procedural generation from their YouTube channel by a well known developer in the community https://youtu.be/TlLIOgWYVpI.
There's tons of interesting talks there if (traditional) roguelikes or their development really pique your interest.
The people who are most deeply involved in the roguelike community have moved past that ontological debate as it's proved exceptionally useless at providing value.
You mean I don't have to buy tickets over and over again, watching the same presentations over and over again until I watch them just perfectly and unlock the final penultimate talk?
That's correct, but it's not a contradiction to say "the final penultimate" thing for the reason that it's not a contradiction to say "the final last" thing. Just redundant.
Though the sibling has a point that there may actually be multiple penultimate things if there isn't a strict ordering between them.
I guess I should embrace "losing is fun", and accept that in case it isn't, the game just isn't for me.