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lvxferre, do gaming w Why are there so many bloody roguelikes or roguelites, and what really makes a game roguish?
@lvxferre@mander.xyz avatar

Slay the Spire: yes. All four rules are there, specially in spirit. It’s also a deck-building game but that’s fine, a game can belong to 2+ genres at the same time.

I’m not sure on Balatro. I didn’t play it, so… maybe?

lvxferre, do gaming w Why are there so many bloody roguelikes or roguelites, and what really makes a game roguish?
@lvxferre@mander.xyz avatar

There are a thousand definitions and mine is just one among many, I’m aware. This is not a “right vs. wrong” matter, it’s how you cut things out.

For me, a roguelike has four rules:

  1. Permadeath—can’t reuse dead chars for new playthrus.
  2. Procedural generation—lots of the game get changed from one to another playthru.
  3. Turn-based—game time is split into turns, and there’s no RL time limit on how long each turn takes.
  4. Simple elements—each action, event, item, stat etc. is by itself simple. Complexity appears through their interaction.

People aware of other definitions (like the Berlin Interpretation) will notice my #4 is not “grid-based”. I think the grid is just a consequence of keeping individual elements simple, in this case movement.

Those rules are not random. They create gameplay where there are limits on how better your character can get; but you, as the player, are consistently getting better. Not by having better reflexes, not by dumb memorisation, but by understanding the game better, and thinking deeper on how its elements interact.

I personally don’t consider games missing any of those elements a “roguelike”. Like The Binding of Isaac; don’t get me wrong, it’s a great game (I love it); but since it’s missing #3 (combat is real-timed) and #4 (complex movement and attack patterns, not just for you but your enemies), it relies way more on your reflexes and senses than a roguelike would.

Some might be tempted to use the label “roguelite” for games having at least few of those features, but not all of them. Like… well, Isaac—it does feature permadeath and procedural generation, right? Frankly, I think the definition isn’t useful, and it’s bound to include things completely different from each other. It’s like saying carrots and limes are both “orange-like” (carrots due to colour, limes because they’re citrus); instead of letting those games shine as their own things, you’re dumping them into a “failed to be a roguelike” category.

lvxferre, do gaming w How To Be Evil in RPGs When You’re a Chronic Goody-Two-Shoes
@lvxferre@mander.xyz avatar

Undertale taught me how to be evil in RPGs. Without giving you spoilers: it puts that tendency of players of “gotta to see it all!” against their morality.

lvxferre, do gaming w Let's discuss: Donkey Kong
@lvxferre@mander.xyz avatar

Wow, the analysis is great - thanks for sharing it! For me Stickerbush Symphony always evoked some sort of loneliness or melancholy…

And yes, the whole series has great music. I agree DKC2 is the best in this regard; not just because the tracks are great on their own, but because they fit really well the mood of each level. Disco Train is on its own a rollercoaster, Mining Melancholy’s “mmhmm mmhmm” evoking winds and machinery, Bayou Boogie making the level sound m… mois… swampy. From other games of the series DKC1 Forest Frenzy and DKC3 Nuts and Bolts are also great. (Now thinking, the DKC3 soundtrack as a whole is a bit more industrial.)

lvxferre, do gaming w Let's discuss: Donkey Kong
@lvxferre@mander.xyz avatar

Hard level with all the wasps

So all of them? …sorry, I couldn’t resist. (This reminds me world 4, Krazy Kremland. The hive levels are awesome!)

lvxferre, do gaming w Let's discuss: Donkey Kong
@lvxferre@mander.xyz avatar

I remember being completely entranced by it and being unable to put it down (even though it was very difficult for me at the time).

That’s something I find great on so many old games: they were hard, and yet they encouraged you to keep on trying.

found it [DKC2] to difficult and didn’t really like the new protagonist as much

Playing with Dixie is easier, so perhaps both things are related.

lvxferre, do gaming w Let's discuss: Donkey Kong
@lvxferre@mander.xyz avatar

Donkey Kong Country was my favourite childhood game series.

The first game was a blast: fun gameplay, full of secrets and things to collect, good music, gorgeous graphics even for 2025 standards, the difficulty was just right. (A bit too hard for me back then, too easy nowadays.)

I remember when DKC3 was released in '98, I’d go to the cartridge rental shop once a week to ask the guy if they had it already. (He was extremely patient with me. That guy was a bro.) Once I finally got to play it, it didn’t disappoint me at all, I loved those puzzles and it was amazing to explore the map freely. Kiddy was a bit odd, but really fun to play with, and I loved how Dixie throwing Kiddy had different mechanics than Kiddy throwing Dixie.

But by far my favourite was DKC2. Everything was perfect - they picked the formula from DKC1 and expanded it: more collectibles! Better music! Better looks! The bonuses now aren’t just “find all bonuses in the level for +1%”, now you got something to find in them! I can literally play the first level of that game with a blindfold, it’s itched in my brain. (Fuck Bramble Blast, though. I had a hard time finding one bonus and the DK coin there. And by then my English was a bit too awful to get what Cranky said.)

Then… well, DK64. It killed the series for me. I didn’t get why it wasn’t fun, but nowadays I see what happened - early 3D games had clunky controls and camera, plus the whole “gotta remake the whole thing five times to get to 100%” was meh.

lvxferre, do gaming w The 'deprofessionalization of video games' was on full display at PAX East
@lvxferre@mander.xyz avatar

And by a modder turned dev, so, professionalisation? :)

Yup - Kovarex is a great example of how the indie scene is actually professionalising people, not the opposite.

lvxferre, (edited ) do gaming w The 'deprofessionalization of video games' was on full display at PAX East
@lvxferre@mander.xyz avatar

And because this sort of big business often focuses obsessively on what can be measured, ignoring what cannot be. Even if the later might be more important.

You can measure the number of vertices in a model, the total resolution, the expected gameplay length, the number of dev hours that went into a project. But you cannot reasonably measure the fun value of your game; at most you can rank it in comparison with other games. So fun value takes a backseat, even if it’s bread and butter.

In the meantime those small devs look holistically at their games. “This shit isn’t fun, I’m reworking it” here, “wow this mechanic actually works! I’ll expand it further” there.

lvxferre, do gaming w The 'deprofessionalization of video games' was on full display at PAX East
@lvxferre@mander.xyz avatar

I played Factorio a fair bit, the fluid system was hell. But based on some LPs it seems Space Age fixed it rather nicely.

lvxferre, do gaming w The 'deprofessionalization of video games' was on full display at PAX East
@lvxferre@mander.xyz avatar

as Rigney defines it, deprofessionalization is […]

  • The older games are not “overperforming”. The newer games are underperforming.
  • Large studios are “struggling to drive sales” because customers take cost and benefit into account.
  • The success of those solo devs and small teams is not “outsized”, it’s deserved because they get it right.

What’s happening is that small devs release reasonably priced games with fun gameplay. In the meantime larger studios be like “needz moar grafix”, and pricing their games way above people are willing to pay.

More than “deprofessionalisation”, what’s primarily happening is the de-large-studio-isation: the independence of professionals, migrating to their own endeavours.

Also: “deprofessionalisation” implies that people leaving large studios stop being professionals, as if small/solo devs must be necessarily amateurs. That is not the case.

Deprofessionalization is built on the back of devaluing labor

And he “conveniently” omits the fact that most of that value wouldn’t reach the workers on first place. It’s retained by whoever owns those big gaming companies.

And people know it. That’s yet another reason why they’d rather buy a game from a random nobody than some big company.

As A16z marketing partner Ryan K. Rigney defines it […]

Rigney offered some extra nuance on his “deprofessionalization” theory in an email exchange we had before PAX. He predicted that marketing roles at studios would be “the first” on the chopping block, followed by “roles that seem replaceable to management (even if they’re not).”

Emphasis mine. Now it’s easy to get why he’s so worried about this process: large studios rely on marketing to oversell their games, while small devs mostly reach you by word-of-mouth.

Something must be said about marketing. Marketing is fine and dandy when it’s informing people about the existence of the goods to be bought; sadly 90% of marketing is not that, it’s to convince you that orange is purple.

My PAX trip validated my fear that three professions are especially vulnerable in this deprofessionalized world: artists, writers, and those working in game audio or music.

Unlike marketing teams, I’m genuinely worried about those people. I hope that they find their way into small dev teams.

lvxferre, do astronomy w “Ursa Major” sounds like a Jamaican DJ…
@lvxferre@mander.xyz avatar

Proposal to change Ursa Major and Ursa Minor to Chonky Bear and Smol Bear.

lvxferre, do gaming w Palworld confirms ‘disappointing’ game changes forced by Pokémon lawsuit [VGC]
@lvxferre@mander.xyz avatar

I feel like I’ve been using this metaphor a bit too often, but: Nintendo is shitting its pants to make Pocketpair (PalWorld dev) smell. So far, the results of the litigation have been slightly bad for Pocketpair, but really bad for Nintendo - just the sheer amount of negative publicity is likely costing Nintendo more money than it could ever get from this turf war.

lvxferre, do gaming w Console prices could rise by 69% in the US due to Trump tariffs, tech trade association warns [VGC]
@lvxferre@mander.xyz avatar

69%? N… … …nevermind. 🫢

Serious now, I wouldn’t be surprised if USA’s video game industry was suddenly gone - because for countries not directly caught in the tariffs war, businesses outside USA (like Sony and Nintendo) will get another competitive advantage.

lvxferre, (edited ) do gaming w 52-year-old 'Super Mario' supermarket in Costa Rica wins unlikely victory against the Nintendo lawyers: "He is Don Mario, he's my dad"
@lvxferre@mander.xyz avatar

For context, it’s somewhat common here in Latin America to name markets after the owner’s name; doubly so in smaller cities. (The city where this happened has 9k inhabitants)

It’s also common to name supermarkets “Super [something]”, to highlight that it sells general goods instead of just produce.

With that out of the way: seriously? Nintendo going after a mum-and-dad market in a small city in North America??? This only highlights that the current trademark and intellectual property laws across the world are toilet paper - they aren’t there to defend “healthy competition” or crap like that, but to ensure megacorps get their way. Screw this shit and screw Nintendo - might as well rename their company to Ninjigoku/任地獄, bloody hell.

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