Comment on Meta progression in roguelites was fun for a while, but it's starting to feel unrewarding
TyrianMollusk@infosec.pub 2 weeks ago
Metaprogression was always pretty unrewarding, dripping in upgrades and unlocks so you buy a game, but you don’t get the game you bought until 10-100 hours of time invested playing a worse and/or more limited game. It’s always been weird how so many people say they need progression to enjoy a game. Fun was always a better reason to play a game than progression. Fun is why better games have ways to rebalance to match the things progression adds along the way. It’s just a shame people will basically scorn most games that don’t offer some kind of cross-run progression nowadays, so devs are stuck doing something. Not just roguelites, either. Look at what’s happened to Diablo-style ARPGs, where the addiction mechanics have pushed things to where people want seasonal resets so they can meaninglessly re-grind, because the fun has shifted to grinding loot (and trading), and the game doesn’t matter once you have enough that loot isn’t changing things for you. People don’t even want significant gameplay, as it just slows the grind. Then the inevitable endpoint of unlock/progression based play is horde survivors, where the games have openly admitted the actual play isn’t even the point anymore. It’s just builds, unlocks, and grinds, watch it go.
But I never really got people acting like you can’t tell how you’re doing in a game as things shift, or they can’t engage with systems because things get added, or a win doesn’t feel like a win. It’s not usually that hard to tell how you’re playing or how stuff works. These things are rarely that unusual, and if winning on easy isn’t good enough for you, look for the higher difficulty. If there’s no option to adjust difficulty and give a good play experience, that’s the problem, not the progression. Difficulty always needs options, and people should play at the level where the game feels good to them, not get stuck trying to prove something by defeating the game. Just like devs should not take a lazy, one-size-fits-all path, especially if that path means more experienced players only get a less interesting game.
Finally, contrasting “sideways” unlocks to power progression is often a deception. Many games with sideways unlocks gain a great deal of power/easing from adding options, synergies, and opportunities. Then people try to act like the experience is more pure than some other game where things get easier just from stats. Yeah, stat upgrades are obvious, but you didn’t start in the same place as before when you’ve altered the game and drop pool to your advantage.