KasperHviid: I have been wondering if there is a connection between liking horror movies and liking permadeath. So here are four quick questions. The second question is just to check if people answering have been playing the genre.
- Do you like horror movies? - Have you been playing permadeath? - Do you like permadeath? - (optional) Why / why not? 1. Not really
2. Nethack, ToME,
3. Yes/depends
4. Good permadeath is good. In old roguelikes you've learned something from your death and you could - usually - back to the point of your death pretty fast because you've learned some tactics to beat some level/part. I don't like permadeath in new so-called rogues (rogue-lite) - just, for example, Sunless Sea (which I love!) or Darkest Dungeon (which i... don't hate). Sunless Sea is an awesome game but it's lacking roguelike experience (yeah, locations move a bit, but this is not really changing). There's no reason to play it on hard - permadeath - mod not because you won't learn anything (there're very few things you can learn from dying) but because getting to the same point of game require you to spend dozens of hours because of how slow game is. In this term - this is grinding. Not item/level grind but time grind.
Then, there's Darkest Dungeon which just was made unbeatable in a lot of configurations. And permadeath in this wy is just stupid as it can be. There's Roguelikes require fair gameplay - the game can be hard or show you middle finger sometimes, but it needs to be fair, it needs to let you learn your mistakes. In DD, you just can have "bad luck" and if developers are saying "quest will fail or must be abandon, heroes will die" then it's not "master-techniques-to-win" but rather "great that you've ranked up your heroes up to max level. Oh, look, impossible critical strike, have fun spending another 10 hours for making new ones!".
Developers need to learn difference between roguelikes and save scumming. I'm all against permadeath in the most modern game (The Biding of Isaac might be one good game with it), but I'm also against save scumming. I would love to see three versions of difficulty in modern games:
- Roguelike - permadeath, no save, only for hardcore people.
- No, save scumming - you have two autosaves, one in the current moment, another - 10/20/30 minutes ago. You failed something - go forward, mistakes happen. You died? 30 minutes earlier. No save scumming for the best possible outcome but also not a loosing game.
Easy mod - as many saves as you want.