- Joined
- Aug 9, 2019
Rogue-likes tend to be good because developers of rogue-likes understand that complexity in a game's mechanics are best left away from the base of how gameplay plays out. Risk of Rain and Binding of Isaac are good examples: run, fight, collect. Despite whatever complexity is added, it retains those key aspects. Never played Dwarf Fortress, but those are just the two which shine to me on terms of game design, particularly in that sense.Games like Dwarf Fortress and of rouge-like genre are great, because their complexity adds greatly to the experience, there are simply no identical runs every time. Also randomness makes it harder to adapt, so you can master these games for dozens of hours. The only randomness that this game has is it's FPS.
Yansim is not a rogue-like. Neither is it presented as such.
It could be as complex as he wants it to be, but the problem is that Alex isn't good enough at game design to do so, and he doesn't recognize that. It takes an understanding at the outset that you have to balance complexity and simplicity, one which Alex sorely lacks.