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Design / Re: Permanent consequences for failure that aren't death
« on: April 19, 2014, 05:47:54 PM »Roguelikes aren't defined by graphics. Procedural generation isn't level design, it's a process. Permadeath isn't just a difficulty level, it's a mechanic that puts procedural generation to use. No other genre does that, even though you can play any game with permadeath.
Call it what you want, the fact stays those are general properties any game can have and many games do have. Vague or general classification is not classification at all, it's a semantic nonsense, hence all the stupid arguments about true roguelikes and false roguelike-likes. It's retarded.
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....roguelikes the way they are meant to be played.
Meant to be played... says who? Who meant it, who invented that commandment and in what Bible it is written?
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It's not, unless you're a greedy developer. Compare Dwarf Fortress and the newest Call of Duty: according to you, CoD is more successful because a lot of people play it. I say that DF is a whole lot more successful, because it gathered a relatively small group of devoted fans (just like roguelikes) while Call of Duty players don't feel attached to the game. It's also more successful because of what it accomplishes in terms of gameplay, which has a lot more depth than Call of Duty.
That's incorrect usage of the word "successful". Unless you think like majority yours is only a subjective personal opinion. Majority defines what is and what is not successful, particularly in the case of books, music, movies and games where success and popularity have the same meaning.