this post was submitted on 07 Jun 2024
146 points (100.0% liked)

games

20984 readers
171 users here now

Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

Rules

founded 5 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] AstroStelar@hexbear.net 12 points 1 year ago (2 children)

I've noticed that a lot of new smaller titles are rogue-likes/-lites. Why is that?

[–] StalinIsMaiWaifu@lemmygrad.ml 20 points 1 year ago (1 children)

High return of playable content to Dev time

I also don't think there's any powers the dev can bestow that feel quite as exhilarating as going exponential in a rogue like. There's also the chance for tension with a build that barely works that's hard to do via dev time.

It's to the point where even if you want replayability in an older title like Zelda: Ocarina of Time, you make it into a randomizer and randomize where you get items so sometimes you have to plan out and glitch around the game to obtain things.

Press A when I tell you to press A is going out of style. I think a lot of people really like to chart their own path through an obstacle and modern design gives devs the ability to make really sophisticated obstacles.

[–] Owl@hexbear.net 10 points 1 year ago (1 children)

They're more fun to make. Replaying the start of a roguelite a gazillion times is more pleasant than replaying the first level a gazillion times.

When you have a small dev team who also play tests, they're easy to debug too because all the content can be reached within 30 minutes to an hour.