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Posted: Mon, 14th Sep 2015 12:40 Post subject: |
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I have a theory that the inclusion of 'roguelike' in games of recent times is a dev's way of skimping on the time it takes to play test a game and dealing with one of the most fiddlesome of tasks, that being 'game balance'.
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Posted: Mon, 14th Sep 2015 13:50 Post subject: |
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I have a feeling you could be right. "Roguelike" and "Procedurally Generated" are the two new "get out of doing any work" cards that are played with alarming frequency.
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Posted: Tue, 15th Sep 2015 17:12 Post subject: |
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yeah your right Sabin, procedurally generated is something I frown upon in games, as it usually just ends up with bland and ultimately boring game play overall. I'll take a tightly scripted in-game scenarios any day of the week to infinite, thousands upon thousands of made up empty worlds and levels or what have you,
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Posted: Tue, 15th Sep 2015 19:01 Post subject: |
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Posted: Tue, 15th Sep 2015 23:30 Post subject: c |
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xyzg wrote: | I have a theory that the inclusion of 'roguelike' in games of recent times is a dev's way of skimping on the time it takes to play test a game and dealing with one of the most fiddlesome of tasks, that being 'game balance'. |
Actually the good thing about proper roguelike is that it doesn't need to be balanced. It's meant to be repayable, so different classes can offer different experience and difficulty.
Take Dungeon Crawl Stone Soup for example. You have plenty of Classes, Races and Gods that all combined offer very unique builds. There is a bit of balancing going on, but then there is also stuff intentionally left underpowered to offer a challenge. Its is also very easy to screw a build so much that no backtracking would work even if it was available. In any other genre that becomes a gamebreaking problem. Here, where a reroll is always a natural choice, where you quickly learn to live with deaths and restarts, that actually becomes a good thing. Roguelikes shine when finding that perfect development path is fun.
Offcourse Stone Soup is also one of the rare examples where procedurally generated dungeons don't always look the same and actually offer different experience each time, not to mention pretty much only game that offers you the opportunity to play lowly Halfling instakilling packs of dragons by backstabbing them.
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