What are you talking about? In most roguelikes as long as you stay alive the world stays the way it is. Including killed enemies. The reconfiguration happens only after your death.Too bad that when permadeath is forced by design, it is usually associated with the latter kind of games.
The point is, it is always the same encounter and location with same loot and same everything else. It is always the same, for the 1st time and for the 5th time. Otoh thanks to randomness you can be surprised.
What are you talking about? In most roguelikes as long as you stay alive the world stays the way it is. Including killed enemies. The reconfiguration happens only after your death.Too bad that when permadeath is forced by design, it is usually associated with the latter kind of games.
It is so that you play non-roguelikes? By forcing repetition by reloading every encounter you don't like? Ok, but it is not an interesting or fun way to play.only reason you guys like "well-designed handmade encounters" is because you quicksave every 5 seconds and reload the moment something bad happens
maybe you should just play roguelikes with cheats on, you'd probably like them just the same then
This is true for games that have indvidual levels in which you can't go back. For other games there are no individual levels and you can go back, although there seldom is a reason to backtrack, because enemies and loot do not respawn. Nosferatu: The Wrath of Malachi comes to mind as one such example.It is not true. Usually when you change level you cannot go back, and if you can go back, the level has been regenerated.
Ok, I did not know this game.This is true for games that have indvidual levels in which you can't go back. For other games there are no individual levels and you can go back, although there seldom is a reason to backtrack, because enemies and loot do not respawn. Nosferatu: The Wrath of Malachi comes to mind as one such example.It is not true. Usually when you change level you cannot go back, and if you can go back, the level has been regenerated.
Definitely agree with most of your point, but roguelikes can keep things very interesting.The point is, it is always the same encounter and location with same loot and same everything else. It is always the same, for the 1st time and for the 5th time. Otoh thanks to randomness you can be surprised.
I dunno, most procedural generation is so formulaic and boring that all the randomly generated levels and encounters feel the same even though they are not.
I played many roguelikes over the years, and by this point they just melt together in my mind because they all play so similar. And even though they can surprise you, even the most surprising random encounter in a roguelike isn't half as memorable as a well-designed handmade encounter.
The best solution: offer mod tools so the players can keep providing new content after you played through the game
Forgotten Realms Unlimited Adventures, Elder Scrolls series, Gothic 2, Neverwinter Nights, the upcoming Knights of the Chalice 2, Swords of Exile and Swords of Avernum.
I highly recommend it. It's dirt-cheap on Steam at the moment:Ok, I did not know this game.
I highly recommend it. It's dirt-cheap on Steam at the moment:Ok, I did not know this game.
This is certainly an interesting way to do it. I am not a fan of straight horrors though. I like Nosferatu, because I like roguelikes and it was a bonus in a magazine I got once so I simply tried it out and ended up liking it. It has an amazing atmosphere (sound, visuals and art direction in general) and good roguelike features (randomized loot, NPCs' locations, the castle layout). This game was one of a few reasons why I started liking gothic as a theme.The gimmick is that in the playthrough you have a fixed set of different characters (with different stats) an you can play with one at a time. If one of them is killed, he/she is gone for good. However you can collect all your equipment with a subsequent character and the state of the "world" is persistent (unlocked doors remains unlocked, etc.). If all your group is killed you have to restart from zero.
only reason you guys like "well-designed handmade encounters" is because you quicksave every 5 seconds and reload the moment something bad happens
maybe you should just play roguelikes with cheats on, you'd probably like them just the same then
Live stream you beating kotc2 without abusing cheats, scrub.only reason you guys like "well-designed handmade encounters" is because you quicksave every 5 seconds and reload the moment something bad happens
maybe you should just play roguelikes with cheats on, you'd probably like them just the same then
No I actually like well-designed encounters that challenge my party.
Play KotC2 and then come back here, scrub.
I had to do a doubletake when I read Bethesda. How the mighty have fallen.Basically I want this
as a game mechanic.
And games explicitly don't design their games this way because they're all designed around savescumming.
I don't understand. Was Daggerfall designed around savescumming?I had to do a doubletake when I read Bethesda. How the mighty have fallen.Basically I want this
as a game mechanic.
And games explicitly don't design their games this way because they're all designed around savescumming.
Have you played Infra Arcana or DoomRL? I'd put their procedurally generated levels up against just about any handcrafted levels from a different game. I think maybe you just haven't played the best roguelikes.The point is, it is always the same encounter and location with same loot and same everything else. It is always the same, for the 1st time and for the 5th time. Otoh thanks to randomness you can be surprised.
I played many roguelikes over the years
Sure. But imo you are making a strawman again. No one claims differently. However the problem is, memorable is a great quality the first time you play it but if you want to replay it, after the first time(s), it becomes well memorised instead of memorable. In addition nothing prevents developers from making variations of a memorable encounters - as I described in the BG2 example. Keep the unique and memorable quality, make relatively small variations that keeps it fresh AND memorable each time you play. Randomised does not always mean 100% procedural. It seems that this is another (of your) false assumptions. Of curse nothing prevents it except the fact that developers make crpgs to be played once and even when not, they don't care or don't want to spend resources on replayability.The point is, it is always the same encounter and location with same loot and same everything else. It is always the same, for the 1st time and for the 5th time. Otoh thanks to randomness you can be surprised.
I dunno, most procedural generation is so formulaic and boring that all the randomly generated levels and encounters feel the same even though they are not.
I played many roguelikes over the years, and by this point they just melt together in my mind because they all play so similar. And even though they can surprise you, even the most surprising random encounter in a roguelike isn't half as memorable as a well-designed handmade encounter.
The best solution: offer mod tools so the players can keep providing new content after you played through the game
Forgotten Realms Unlimited Adventures, Elder Scrolls series, Gothic 2, Neverwinter Nights, the upcoming Knights of the Chalice 2, Swords of Exile and Swords of Avernum.
However in DoomRL there are hand crafted levels too and even some hand crafted encounters. Another game where procedural generation and static elements are mixed.Have you played Infra Arcana or DoomRL? I'd put their procedurally generated levels up against just about any handcrafted levels from a different game. I think maybe you just haven't played the best roguelikes.The point is, it is always the same encounter and location with same loot and same everything else. It is always the same, for the 1st time and for the 5th time. Otoh thanks to randomness you can be surprised.
I played many roguelikes over the years
Catacysm DDA is another. Though this is more of a rogulike/open world hybrid with even traditional crpg elements being added lately.Ok, I did not know this game.This is true for games that have indvidual levels in which you can't go back. For other games there are no individual levels and you can go back, although there seldom is a reason to backtrack, because enemies and loot do not respawn. Nosferatu: The Wrath of Malachi comes to mind as one such example.It is not true. Usually when you change level you cannot go back, and if you can go back, the level has been regenerated.
I was just thinking of the proc gen levels. Imo, the non-proc gen levels are actually quite a bit more boring than the proc gen ones, since you can plan for them.in DoomRL there are hand crafted levels too and even some hand crafted encounters. Another game where procedural generation and static elements are mixed.
I'd say, we need the best of both worlds. I always said that.