I have been trying some roguelikes and games with roguelike elements.
Roguelikes seem shaky on the concept of a difficulty curve. They tend to have difficulty cliffs. Start, maybe a tutorial, good luck. And you know I’m all about the new player experience; creating an unwelcoming experience for new players is just poisoning your game, making sure it dies except for a dozen grognards who populate the last forum about the game and curse out new players looking for help as lazy idiots who should go play Angry Birds because they’re not willing to put in the time to learn how to play properly. Some roguelikes have heard about difficulty levels, but those tend be levels, not curves; either it adjusts the height of the cliff or makes it a plain. And too many games think that adjusting the numbers is an interesting way to scale difficulty.
Roguelikes seem shaky on the concept of balance. Players enthusiastic about roguelikes seem to be of the opinion that it is okay for difficulty to randomly vary between “doable” and “not even theoretically possible” because it is random. That’s the full justification: yes, you have effectively been given a 1000-piece puzzle with only 998 pieces, but you never know how many pieces are in the box until you put them together, and you’re not supposed to be able to put every puzzle together, so just keep reloading until you get a puzzle that does have all the pieces. I have seen advocates of balance via save scumming. I rather find it a large design problem if you can make all the right decisions and still lose. Which is to say, there was no “right” decision, so you had no meaningful decisions to make. But people like slot machines, too.
This is certainly not all roguelikes. Sturgeon’s Revelation still applies: 90% of everything is crud. But roguelikes that fail often tend to fail hard and do so in ways that are not immediately obvious whether the game has hidden depths or is just broken. I’m perfectly happy to invest small amounts of time in the face of randomization, but then you find creatively horrible ideas like “how about a 4X with roguelike elements?”
: Zubon
