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Programming / Re: Roguelike Gameflow - Alternatives
« on: October 18, 2013, 07:35:26 AM »Like half of the appeal of roguelikes is that you can play 100% serious, min/max, take every advantage you can get, show no mercy, and still get a good challenge.
It's rare to see that in single player games, and basically doesn't exist at all in non-RL RPGs.
So, my question is this: Do you still consider that sort of min/maxing to be "playing" a game? If your only concern is victory at any cost, hasn't your entire experience become something far less organic (and fun) than game play?
I realize this will be a highly controversial statement, but maybe you should reconsider the way you approach the games that you play. If you are min/maxing, are you really role playing at all? I mean, isn't the whole point to become so engrossed in being someone else in a way that elevates you above your mundane life?
By that argument, is there any way that a game could ever be too hard? It sounds like the idea here is that you should create a game that is impossible to exploit in any way, no matter how much of a slog it was.
It's relatively easy to make games that make a player feel trapped and restricted. All you have to do is take away their options. It's a subtractive approach to design. And that can be useful for streamlining, but I don't think it is so much a useful tool for generating a sense of awe.
I think that what's hard, what's the holy grail, even, is to create games that make the player feel so free they become lost in the experience. And, ironically, I think that rogue like games are excellent for providing this sort of liberating experience despite the demands that they make on a player. Aspects of roguelikes that seem like they would be limiting, like perma-death, ultimately accentuate and add immediacy to the gameplay experience rather than just constraining players, similar to the way that our own mortality makes our real life experiences more vivid.