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Design / Re: My two cents about Permadeath
« on: March 31, 2014, 08:41:20 PM »
I sort of agree with the OP in that some of the deaths are bullshit in a roguelike. I think the solution is to make it so that there is no luck in a roguelike and you don't reward grinding.
In spelunky I don't really care if I die since it would be my fault and you can't really grind, through you can wait for the ghost to appear. In that sense if you can scum save a game and progress, then that game is bad. I currently think roguelike don't do enough to solve grinding issue and just sit behind perma death, well you can't grind as if you die you lose everything.
I really think some roguelikes are popular because of sunk cost and the fact that it harder to relearn another roguelike, hence why in this community you get people who only play nethack or DCSS or brogue. Do they really like the genre or have they invested so much time beating a game that can only be won by brute force memorization and learning little tricks that are sort of stupid.
In spelunky I don't really care if I die since it would be my fault and you can't really grind, through you can wait for the ghost to appear. In that sense if you can scum save a game and progress, then that game is bad. I currently think roguelike don't do enough to solve grinding issue and just sit behind perma death, well you can't grind as if you die you lose everything.
I really think some roguelikes are popular because of sunk cost and the fact that it harder to relearn another roguelike, hence why in this community you get people who only play nethack or DCSS or brogue. Do they really like the genre or have they invested so much time beating a game that can only be won by brute force memorization and learning little tricks that are sort of stupid.