First off awesome video. I just discovered your channel and I love your videos, despite the lack of them so keep doing what you are doing. This video makes a lot of good points. Some that resonated most with me being the grindy-ness of Rogue Legacy and seeming lack of point and the overall spoiled nature of video game critique. I recently picked up Rogue Legacy in a steam sale based on a friends raving recommendation and played it for maybe 12 hours and dropped it after that. When i became consistently proficient with the mechanics after a couple hours I asked myself the same question. What is the point? I beat the first area boss some odd hours later and quickly noticed my efforts were hopelessly futile in attempting another area. I came to the realization that the only way to overcome this next level was to grind and so I stopped. Maybe my reaction can be contributed to my bias with other "roguelikes" like FTL and Binding of Isaac (the 2 games that enticed me with the genre and some of my favorite games ever). In those games the mechanical learning curve was unfathomably steep at first making every deeper run feel like an incredible accomplishment. The way one improves in those games is learning subtle patterns/habits of the game whether it be a boss battle or secret room placement. There also was way less progress carried over each run amounting to a few different skins/ships that changed your start. I guess Rogue Legacy's gold rollover felt like too much let alone the ability to save a map layout with the architect thus potentially removing the thing rogue likes are most known for, procedurally generated map layout. You know, the whole every-run-is-different-from-the-last deal. Maybe I didn't experience the game enough but that is how I came away from it. By the way, just curious what your thoughts are about FTL. Have you played it?
I own FTL and have spent a few hours playing, absolutely love it. Probably going to put a review up soon, but it won't be next because my only other two are rogue-likes. I'm glad you agree on the "What's the point?" thing. It's a question I hate thinking about when playing games. Because ultimately they are only worth your investment in them. If you enjoy your time with something, it's not wasted time. Here I just stopped enjoying my time.
Also, there are a number side skills. Not to mention the changes based on the new character's personalities. I may just be defending it because rogue-likes are among my favorite, but I also get the sense that you may play games as actual escapism.
CalebIsInOnIt He addressed the character personalities. The problem with this roguelike, and many many others, is that for all the randomization they often start to feel repetitive.
First off awesome video. I just discovered your channel and I love your videos, despite the lack of them so keep doing what you are doing. This video makes a lot of good points. Some that resonated most with me being the grindy-ness of Rogue Legacy and seeming lack of point and the overall spoiled nature of video game critique.
I recently picked up Rogue Legacy in a steam sale based on a friends raving recommendation and played it for maybe 12 hours and dropped it after that. When i became consistently proficient with the mechanics after a couple hours I asked myself the same question. What is the point? I beat the first area boss some odd hours later and quickly noticed my efforts were hopelessly futile in attempting another area. I came to the realization that the only way to overcome this next level was to grind and so I stopped. Maybe my reaction can be contributed to my bias with other "roguelikes" like FTL and Binding of Isaac (the 2 games that enticed me with the genre and some of my favorite games ever).
In those games the mechanical learning curve was unfathomably steep at first making every deeper run feel like an incredible accomplishment. The way one improves in those games is learning subtle patterns/habits of the game whether it be a boss battle or secret room placement.
There also was way less progress carried over each run amounting to a few different skins/ships that changed your start. I guess Rogue Legacy's gold rollover felt like too much let alone the ability to save a map layout with the architect thus potentially removing the thing rogue likes are most known for, procedurally generated map layout. You know, the whole every-run-is-different-from-the-last deal. Maybe I didn't experience the game enough but that is how I came away from it.
By the way, just curious what your thoughts are about FTL. Have you played it?
I own FTL and have spent a few hours playing, absolutely love it. Probably going to put a review up soon, but it won't be next because my only other two are rogue-likes.
I'm glad you agree on the "What's the point?" thing. It's a question I hate thinking about when playing games. Because ultimately they are only worth your investment in them. If you enjoy your time with something, it's not wasted time. Here I just stopped enjoying my time.
+Cee Marshall I make myself the same question when playing Dark Souls.
"Masochistic determination" ahhahah Aamazingly well put.
Just watching the gameplay is giving me some heavy Shovel Knight vibes
Rogue Legacy is true to the heart of rogue-like games.
Also, there are a number side skills. Not to mention the changes based on the new character's personalities. I may just be defending it because rogue-likes are among my favorite, but I also get the sense that you may play games as actual escapism.
CalebIsInOnIt He addressed the character personalities. The problem with this roguelike, and many many others, is that for all the randomization they often start to feel repetitive.