Why do people like roguelikes?
Re: Why do people like roguelikes?
It's okay to not like a game but can we take a moment and recognize that you're complaining about a card game being "cheap and rigged" when you're playing against a psychopath that is a cheat and rigs the game in their favor? LOL
- Raging Justice
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Re: Why do people like roguelikes?
I guess I just don't understand why anyone would enjoy playing something like that. Literally EVERYTHING in Inscryption is rigged, even the "Death Cards". Supposedly, you can create "custom" cards. However, your options in creating a death card are limited to whatever the game randomly chose for you
YOU LITERALLY HAVE NO CONTROL OVER ANYTHING IN THIS GAME AND I ABSOLUTE FUCKING HATE IT!!! IT'S LITERALLY JUST AN EXERCISE IN MASOCHISM!!!
Sorry, had to get that out of my system.
- ElkinFencer10
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Re: Why do people like roguelikes?
Bro chill the hell out. Okay, you don't like a game. We got it. Quit being petulant about it.
Patron Saint of Bitch Mode
Re: Why do people like roguelikes?
When I was really into Roguelikes, it was because they were, at the time, the big open-world sandbox games where you could do anything, and if you built strategies to deal with the insanely hard enemies and parts of the map, you could eventually become godlike. Just like Nintendo-hard platformers where you must die many times to build your skills to progress further, these games are turn-based strategy-building RPGs where you are expected to retry them over and over. I usually had to resort to save-scumming and even cheating at first, but eventually knew what to do and where to go before I took on certain enemies and levels. It was usually a weeks-long challenge before I could get near the end-game, and when I finally beat one, it was immensely gratifying. I wish I still had the time to really delve into some of the newer ones.
As far as the chance to get the ability to craft a properly powerful item, that was the gambling type addictiveness that always drew me in. Sometimes the games just never gave you the chance to get close to endgame or even powerful enough to continue, and you die.
Edit: I equate them to a game of Klondike Solitaire. Odds are good if you notice everything, or shuffle your inventory around that you can win, but you might just get a bad shuffle.
As far as the chance to get the ability to craft a properly powerful item, that was the gambling type addictiveness that always drew me in. Sometimes the games just never gave you the chance to get close to endgame or even powerful enough to continue, and you die.
Edit: I equate them to a game of Klondike Solitaire. Odds are good if you notice everything, or shuffle your inventory around that you can win, but you might just get a bad shuffle.
- RobertAugustdeMeijer
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Re: Why do people like roguelikes?
I wouldn't consider Inscryption a Rogue-like because it's more about playing with our conception of card games (mostly Slay the Spire).
Most meta-horror games (and movies) are deliberately bad.
Now a good Rogue-like focuses on creativity/skill, and less on content/memorization, which I sounds good considering that games are at their best when they're about creativity/skill. I enjoy this genre more when I realize this.
However, games are meant to be beaten, and a lot of players enter despair due to the precarious nature of Rogue-likes, which is off-putting.
Most meta-horror games (and movies) are deliberately bad.
Now a good Rogue-like focuses on creativity/skill, and less on content/memorization, which I sounds good considering that games are at their best when they're about creativity/skill. I enjoy this genre more when I realize this.
However, games are meant to be beaten, and a lot of players enter despair due to the precarious nature of Rogue-likes, which is off-putting.
Re: Why do people like roguelikes?
I personally first got into roguelikes via the Mysterious Dungeon series, more specifically the one with Taloon/Torneko from the Super Famicom. I'd then move onto many great games in this subgenre, including Dead Cells (love it, backed the forthcoming board game on Kickstarter), Binding of Isaac (really love it, bought a Vita to play it on the go and backed the card game on Kickstarter), Mothergunship (FPS with gun-crafting), Immortal Redneck and the Doom Infinite mod, to name a few.
Like others have said, the gameplay loop fosters growth through trial and error while also adding the extra curveball of not being able to predict what's around the corner.
Like others have said, the gameplay loop fosters growth through trial and error while also adding the extra curveball of not being able to predict what's around the corner.
Re: Why do people like roguelikes?
Hey REPO, if you really enjoyed Mothergunship, have you checked out Tower of Guns? It's another FPS roguelike, and while it doesn't have the crazy crafting system of Mothergunship, I enjoyed it a lot as I climbed my way up it's crazy tower.REPO Man wrote: ↑Thu Jun 20, 2024 9:49 pm I personally first got into roguelikes via the Mysterious Dungeon series, more specifically the one with Taloon/Torneko from the Super Famicom. I'd then move onto many great games in this subgenre, including Dead Cells (love it, backed the forthcoming board game on Kickstarter), Binding of Isaac (really love it, bought a Vita to play it on the go and backed the card game on Kickstarter), Mothergunship (FPS with gun-crafting), Immortal Redneck and the Doom Infinite mod, to name a few.
Like others have said, the gameplay loop fosters growth through trial and error while also adding the extra curveball of not being able to predict what's around the corner.
Re: Why do people like roguelikes?
Yeah, I've played Tower of Guns. It was Mothergunship's predecessor, right?
Re: Why do people like roguelikes?
I have never played any of these popular modern "rogue-lites." My only rogue-like experience has been with actual rogue-likes with perma-death and no character progression run-to-run. Every game is a blank slate. Primarily the classic Nethack and the SMS Dragon Crystal.
In some ways, I view them like if a full-fledged RPG is a novel, a rogue-like is a short story. The novel can tell a much more detailed and intricate story, but require a deeper commitment to get through, and that commitment leads to certain expectations for the reader. The short story is, well, shorter, but it can do things the novel can't, and really mess with and challenge the reader in strange ways because the commitment is lower.
It doesn't totally hold up, because you do typically have to invest a lot of time into a rogue-like to get good enough to beat it, and they really are very deep, but there's also an upper limit on the amount of time you can spend on any given run.
It does reward a different style of skill development than Super Mario Bros. Super Mario Bros. is almost identical every game, so you can master it through muscle memory. In a rogue-like, you gain knowledge and develop strategies for different situations that you carry forward to future runs, even though the particular situations you encounter may be different.
So yeah, I guess put me down with Anapan and Su-Metal, I mean, MrPopo.
In some ways, I view them like if a full-fledged RPG is a novel, a rogue-like is a short story. The novel can tell a much more detailed and intricate story, but require a deeper commitment to get through, and that commitment leads to certain expectations for the reader. The short story is, well, shorter, but it can do things the novel can't, and really mess with and challenge the reader in strange ways because the commitment is lower.
It doesn't totally hold up, because you do typically have to invest a lot of time into a rogue-like to get good enough to beat it, and they really are very deep, but there's also an upper limit on the amount of time you can spend on any given run.
It does reward a different style of skill development than Super Mario Bros. Super Mario Bros. is almost identical every game, so you can master it through muscle memory. In a rogue-like, you gain knowledge and develop strategies for different situations that you carry forward to future runs, even though the particular situations you encounter may be different.
So yeah, I guess put me down with Anapan and Su-Metal, I mean, MrPopo.
Systems: TI-99/4a, Commodore Vic-20, Atari 2600, NES, SMS, GB, Neo Geo MVS (Big Red 4-slot), Genesis, SNES, 3DO, PS1, N64, DC, PS2, GBA, GCN, NDSi, Wii
- prfsnl_gmr
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Re: Why do people like roguelikes?
This launches on Switch today!
https://www.nintendo.com/us/store/produ ... ue-switch/
It’s not a roguelike…it’s Rogue!
https://www.nintendo.com/us/store/produ ... ue-switch/
It’s not a roguelike…it’s Rogue!




