They seem so popular, dozens of games coming out, and reviews often positive.

But

When I see “Roguelike” I imagine a game that’s too small to be a real game, so they made it so you can never win and just have to keep trying and you’ll get a decent number of hours out of it. With just enough progression each time that you start to believe it’s possible you’ll get somewhere meaningful.

When I see “Souls-like” I think of a game where the difficulty is only there to give people with too much time on their hands a sense of superiority.

I have roughly a thousand games in my various libraries and I have never played a game in either of these genres.

I feel fine being so unreasonable about this.

  • Cethin@lemmy.zip
    link
    fedilink
    English
    arrow-up
    4
    ·
    29 days ago

    When I see “Souls-like” I think of a game where the difficulty is only there to give people with too much time on their hands a sense of superiority.

    Souls likes, despite their reputation, aren’t hard. They just require you to pay attention. (Well, when they’re designed well.) They ask that you engage with the game, it’s mechanics, and what it’s telling you. Bosses are generally either a test of skill or a test that you learned what the boss is weak to. Usually they can be trivialized. Traditionally it’s the world that’s difficult, but it’s mostly just about learning, being patient, and being observant.

    Along with your definition of roguelike being wrong, I think you have some unfounded biases. You’re probably missing out on games you’d love because you made up your mind that you don’t like them without trying them.