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While this is very true of roguelikes it is not absent from other genres as well. In MMOs it is common to deal with boss mechanics of increasing difficulty wit
by seangrogg 7y ago
While this is very true of roguelikes it is not absent from other genres as well.
In MMOs it is common to deal with boss mechanics of increasing difficulty with a reset should the party wipe. Some MMO developers try to curb this somewhat by having the difficulty climax around the middle rather than the end.
Technical games often have this as well, with games like DDR and Guitar Hero having some sets of songs that have lengthy intros only to suddenly get hit with the difficult segment later. Think Freebird.
Nothing wrong with disliking the mechanic, though. It's a common-enough dislike that it's spawned the rogue-lite genre where you still need to go through "the slog" but you accrue things from all of your previous (mis)adventures over time such that the early bits often go by faster (or can be muted/ignored).
- umvi 7y ago> Technical games often have this as well, with games like DDR and Guitar Hero Excellent example. Though I think in later versions of guitar hero they added a "practice mode" where you could practice the difficult segments in isolation
- seangrogg 7y agoIndeed they do now! I do wish some of the MMO encounters I deal with had these practice modes so we could practice the difficult parts of encounters without needing to do multi-minute preludes every wipe.