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I generally have the same frustration with roguelites as you seem to: every time I start a run, it feels like I'm gambling whether I'll have any fun at all. A b
by square_usual 1y ago
I generally have the same frustration with roguelites as you seem to: every time I start a run, it feels like I'm gambling whether I'll have any fun at all. A bad seed or start can mean losing in ways that feel unfair or boring, like in balatro if you get a bunch of bad hands and bad jokers, you struggle through rounds and hands until you either lose or get an interesting combination. I don't need that kind of gambling in my life when there's tons of games out there where I know I will have fun.
E: I still quite like Balatro - when it works it's a blast. I'll also still try out Blue Prince because people I respect seem to like it.
- DanielVZ 1y agoOne common mantra about most roguelites is that every run can be a successful run if you play your cards right. Some will be harder, in others you’ll become unstoppable, but the general idea is that once you get good enough you should be able to win runs. I’m not sure if this holds and is extremely dependent on how balanced the game is, but I think it’s a sane way to approach the genre since it pushes you to improve and generally becomes a rule once you become good enough at some of the games.
- deleted 1y ago[deleted]
- tstrimple 1y agoOne of the key differences between rogue lites and rogue likes is meta progression. In most roguelites you're able to unlock things and get more powerful for future runs. In roguelikes you always have the same starting rng. I definitely agree with you that it's all up to the game to balance the progression through both unlocks and skill improvement so it's not entirely rng. But I also don't think many put much effort into "every run is solvable". Especially for roguelikes.
- ClicksButtons 1y agoI'd say it's even worse for roguelites. They tend to balanced assuming the player has done some or most of the meta-progression. Sometimes to the point where it feels the game forces you to lose to experience more of it. (I really liked inscryption up until it forced me to fail 2-3 times because I progressed too much) With roguelikes at least you are at the intended power level every time, even if some of these games are too RNG reliant.
- archargelod 1y agoWith real roguelikes (aka games on a grid with turn-based combat), I believe they're not designed to be fair at all. There's so much rng involved, so you will get unexpected and unfair deaths and lots of them. Roguelike community has a saying - "losing is fun". And while I only played a few traditional rl games and finished none of them, I had great experience while constantly "losing" only a few hours into the run. In most roguelites I play, losing isn't fun - it's frustrating. There is often very little variety in earlier stages of the game, so if you're bad (and I am) you're stuck replaying the same section for hours, only to get good RNG, go 1 level farther and immediately die to some new mechanic or difficulty spike. One exception is The Binding Of Isaac, this is probably the best roguelite game I've ever played and nothing comes even close.
- tstrimple 1y agoThere is fair and then there is "fair". I do think most rougelikes spend at least some time on making sure the the default path is usually workable. I think roguelites fall into the trap of relying on meta-progression to push in-game progression too much. Some of the card roguelites I play feel impossible to "win" without meta progression. And in some it feels like they mostly expand complexity. It's a difficult thing to balance. I'm mostly okay with the difficulty spikes because they usually accompany power spikes that you can get with the right choices and rng. I really like the "breaking the game" aspect of roguelites like Balatro. Getting mathematical notation for high scores hits different, even though it's not necessary for beating the normal levels.
- esperent 1y ago> I still quite like Balatro - when it works it's a blast I enjoyed Balatro for quite a few hours before I had this problem, which is more than enough for me to call it a good game. Beyond these first few hours though, you need ridiculously high multipliers to succeed. There's way too many jokers and 90% of them are trash by this point. The ones you need have vanishingly small probabilities, and then you need to add those probabilities together to get the combo of jokers required. I would start a run, and within the first few minutes I would know that the RNG hadn't given me what I needed, reset, start again, repeat. I looked up some guides, and they'd recommend using specific legendary jokers, which over my entire time playing (maybe 15 hours?) I didn't encounter even once. The only way to get them would be to play hundreds or even thousands of times. At that point, it doesn't feel like a game anymore. It feels like a gambling addiction. For me, that's time to call it quits. But I do wonder if the same people who struggle with gambling addiction in the real world are the ones who continue playing here. At least with Balatro there is ten hours worth of game before your reach this point.
- dluan 1y agoHades is fun because there is some skill involved with the button mashing to go with the RNG, but it feels like too many games are just dressed up gambling mechanics these days. Balatro is too naked and bare with being clever gambling, plus all the ding ding ding slot machine dopamine special effects.
- aqme28 1y agoI really don't agree. When you learn the mechanics well, you can consistently win runs.
- ElSucioDan 1y agoThere are unbeatable seeds [1] [1] https://www.reddit.com/r/slaythespire/comments/t3habp/the_first_proof_of_an_unwinnable_slay_the_spire/ https://www.reddit.com/r/slaythespire/comments/t3habp/the_fi...