Dice
Pokémon Parentage Conspiracy Theorist
Whenever I see "rougelite" I get mixed feelings because on the one hand the model has a unique way of handling a lot of the issues with difficulty. You always get to the part where you are challenged and have to engage deeply with the gameplay systems, yet then there is a pressure valve because when you reac the fail point you start over to come back stronger. This is kind of similar to working out, just with your familiarity with the game. Soulslike has a lot in common with rougelite and their popularity has a lot of obvious reasons behind it.
However, the main thing that gets me down when I specifically see "rougelite" in the game description is that my experience with them is nearly universal when it comes to the way the game uses my time. The first 10 hours are really fun opening up tons of mechanics, the next 10 my skill development is more the thing responsible to get more progress, but then it seems I have only experienced half the game and to get to any sort of resolution of all the things it has gotten me to care about, it will be a 100-200 hour grind of just repeating the elements I have familiarized with.
Thing is, a lot of the fun of that first 20 hours was the experience of unlocking and skill development. Simply repeating what I have already seen and become familiar with 5000 times is not interesting at all and also a huge time suck. So inevitably I drop the game at that point and feel a general annoyance that I will never see a resolution of anything in the game since it was designed to only show me half of itself before flipping to annoying grind mode.
I guess I'm the sort who will play a Diablo game with each class, maybe replay my favs again to try a different build, then I'm done. I am not the sort who tries endless build variations and chasing 0.2% improvements for thousands of hours. But at least Diablo has a campaign you can just finish, classes whose campaigns you can just do. Rougelites most often merge the campaign into the long grind and that is no good to me.
However, the main thing that gets me down when I specifically see "rougelite" in the game description is that my experience with them is nearly universal when it comes to the way the game uses my time. The first 10 hours are really fun opening up tons of mechanics, the next 10 my skill development is more the thing responsible to get more progress, but then it seems I have only experienced half the game and to get to any sort of resolution of all the things it has gotten me to care about, it will be a 100-200 hour grind of just repeating the elements I have familiarized with.
Thing is, a lot of the fun of that first 20 hours was the experience of unlocking and skill development. Simply repeating what I have already seen and become familiar with 5000 times is not interesting at all and also a huge time suck. So inevitably I drop the game at that point and feel a general annoyance that I will never see a resolution of anything in the game since it was designed to only show me half of itself before flipping to annoying grind mode.
I guess I'm the sort who will play a Diablo game with each class, maybe replay my favs again to try a different build, then I'm done. I am not the sort who tries endless build variations and chasing 0.2% improvements for thousands of hours. But at least Diablo has a campaign you can just finish, classes whose campaigns you can just do. Rougelites most often merge the campaign into the long grind and that is no good to me.