You're right. I don't "get it", but it doesn't mean I can't. I want to get it. I really do. I'm so bored with mainstream games. And, the travesty that was called Fallout: New Vegas finally broke me and drove me to take my interest in gaming in a new direction.
So, I'll say stuff now. Feel free to rebut. I hope you (or somebody) does, because I really do want to understand this.
Playing roguelikes is not about winning. It's about playing.
...if you are mostly concerned about NOT dying within an hour of gameplay and winning frequently
Let's forget "winning" for a moment. So, you pick up a new RL. You're learning the game, and you're dying a lot as part of the learning process, starting over, utilizing what you learned. Now, with a better understanding of the game, you're adjusting your strategy, but you're still dying a lot and having to start from scratch. What have you accomplished? With DoomRL, all I've accomplished is dying just as much, but at a more consistent point of the game. I can build a character for one of the challenges, and unless I get a certain random drop by a certain point, I know exactly where I am going to die (literally within 5 squares), regardless of strategy for that particular situation.
I don't mind dying at all. In fact, one of my favorite games ever put an interesting twist on dying in video games (Planescape: Torment). But, when you die in RL, it usually because you've been boned by fate, and you get nothing for your efforts. It really is a gamble, like going to the casino, except with worse odds. Imagine playing poker and never having the option to fold. You have to play every hand through, even when you know you're screwed. What's the payoff?
And another thing, why are more RLs (even newer versions) fantasy? In fantasy, the basic idea is that you win the magic sword, slay the BBEG, be the hero, get the girl, blah, blah, blah. It doesn't seem to jive with a game that emphasizes chronic death. What about PA RLs? There's, like, none of them. You could turn
The Road into a RL and call it Roadlike. Considering how bad that movie ended, I would look forward to dying in a tributary video game. My point is, considering the spirit of RL, why not a game where death is its own bittersweet consolation prize for lack of victory?
Anyway, that's where my head is at, though I do want to try and get something out of RLs.
In my opinion, this is a pretty legitimate complaint about roguelikes. At the same time, however, it's one of the hardest obstacles to overcome for a developer of roguelikes. Consider...
I totally agree with everything you said here. From the player perspective, games look pretty "simple", but from a designer perspective, they are so much more complicated. I had taught myself python a while back for my own game design purposes, which was eventually derailed due to a philosophical dilemma somewhat similar to this conversation. It's something I still ponder to this day.
With this in mind, I'd say Brogue really strives to give the player a challenge while preventing as many luck-influenced deaths as possible. Don't get me wrong, it's a freaking hard game: I believe that the developers designed their difficulty such that even the best players will find it hard to achieve success reliably. Still, it's probably closer to what you're looking for than most other roguelikes.
How is this different than any other RL? If you're the best player, but still getting boned enough to prevent reliable wins, clearly its "fate", not your own skill.
I find this funny because players I would consider good at the game can pretty handily win a game in well under an hour.
I totally agree, and I've seen the YAVP threads to prove it. I think you've actually replied to one of my posts over there (the dual vs. single pistol thread). Above, when I was talking about being able to predict where I die within 5 squares, it's my AoMr character. Whether I go for DW, MSs, MGK, MCe, I always die in HNTR in exactly the same place within 5 squares without fail. I would say that level of consistent failure is a testament to skill. It's just not very fun.