I never played myself but I’ve watched my sons play and I think another thing it really did well was help them normalize dying and not being good right away, or even necessarily ever. I even noticed an improvement with my older son not throwing his hands up when he didn’t immediately understand something in school. Hades will always hold a special place in my heart which is kind of weird considering I never personally played it, hadn’t thought about that before.
To me, the randomness actually adds to the immersion, because suddenly no one knows whether an enemy encounter is beatable.
There's no game designer that ensures that I don't get frustrated or whatever. There's no optimal strategy guide out there. Instead, it's entirely up to my own judgement, whether the encounter is worth it, or I should leg it.
I agree that this is often the case, but I'm not going to Peglin for the story/immersion. That said, I'm mostly playing story-driven RPG-adjacent stuff which would be a bad fit for many such elements.
If your string/fishing game doesn't have the random roguelike elements of procedural generation via physics that makes every playthrough unique, you are absolutely doing it wrong.
For me, the most repalyable games are the ones that either (A) provide a unique experience based on playstyle (original Fallout, Baldur's Gate 3), just have a great story and are tons of fun to either grind or just reëxperience (Borderlands 2, The Last of Us, Death Stranding), or have simply perfected the addiction loop (almost any Civilization game).
Like Counter-Strike. The game is always the same, no procedural elements... Still different every time you play because your enemies are actual humans who can think and change things up.
21 Comments
its_kim_love@lemmy.blahaj.zone · 70 pts · 39d
Cat: You are not the player. You are the engine. Run the game bitch.
RaphaelSchmitz@feddit.org · 2 pts · 36d
And with the string mechanics, you'll actually have a really hard time recreating a playthrough; it's basically different every time
scrion@lemmy.world · 38 pts · 39d
IMHO: the randomness and procedural generation kills immersion and makes the game feel inconsequential.
wizblizz@lemmy.world · 13 pts · 39d
I think Hades is the exception, incorporating the loop as part of a great story populated with interesting characters.
Waraugh@lemmy.dbzer0.com · 8 pts · 38d
I never played myself but I’ve watched my sons play and I think another thing it really did well was help them normalize dying and not being good right away, or even necessarily ever. I even noticed an improvement with my older son not throwing his hands up when he didn’t immediately understand something in school. Hades will always hold a special place in my heart which is kind of weird considering I never personally played it, hadn’t thought about that before.
scrion@lemmy.world · 5 pts · 39d
I'd agree.
Emotional_Series7814@piefed.zip · 2 pts · 37d
I am typically allergic to roguelikes but have fun with Hades. Checks out.
trem@lemmy.blahaj.zone · 12 pts · 39d
To me, the randomness actually adds to the immersion, because suddenly no one knows whether an enemy encounter is beatable.
There's no game designer that ensures that I don't get frustrated or whatever. There's no optimal strategy guide out there. Instead, it's entirely up to my own judgement, whether the encounter is worth it, or I should leg it.
SpaceNoodle@lemmy.world · 6 pts · 38d
Ah, you've never played Hades.
DragonTypeWyvern@midwest.social · 1 pts · 38d
I mean, I never got the "true end" of the first one because of those things.
Did in the second one though, because I liked the weapons more, so eh.
farmgineer@nord.pub · 1 pts · 30d
I agree that this is often the case, but I'm not going to Peglin for the story/immersion. That said, I'm mostly playing story-driven RPG-adjacent stuff which would be a bad fit for many such elements.
ApathyTree@lemmy.dbzer0.com · 30 pts · 39d
If your string/fishing game doesn't have the random roguelike elements of procedural generation via physics that makes every playthrough unique, you are absolutely doing it wrong.
webp@mander.xyz · 2 pts · 38d
How it feels for fishing to be put into every game.
shweddy@lemmy.world · 7 pts · 39d
I usually end up going for the same build archetype so the roguelight feels the same every tine
SpaceNoodle@lemmy.world · 7 pts · 39d
For me, the most repalyable games are the ones that either (A) provide a unique experience based on playstyle (original Fallout, Baldur's Gate 3), just have a great story and are tons of fun to either grind or just reëxperience (Borderlands 2, The Last of Us, Death Stranding), or have simply perfected the addiction loop (almost any Civilization game).
OwOarchist@pawb.social · 4 pts · 39d
Add to that, games that are highly moddable and have good mod communities.
A few decent mods (or even just one really great one) can turn a game into a completely different game that makes it very replayable.
Kolanaki@pawb.social · 5 pts · 39d
Competitive Online Multiplayer games.
Like Counter-Strike. The game is always the same, no procedural elements... Still different every time you play because your enemies are actual humans who can think and change things up.
NigelFrobisher@aussie.zone · 4 pts · 38d
You have to put it away for a bit - get it out again and their tiny mind is blown all over again.
Amnesigenic@lemmy.ml · 3 pts · 38d
Congrats on disliking popular thing! You're so special and different!
Avicenna@programming.dev · 3 pts · 38d
Also no perma death
rain_worl@lemmy.world · 0 pts · 30d
behold: despite the image being gone (i guess), the alt text persists