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Flarst Impressions of Into the Breach: "Too Good To Play" - Commentary And Rants 

OffyD's Game Grounds
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I played some Into the Breach, and despite really liking it, I stopped quite quickly. In this video I shall try to explain what I liked and didn't like about my brief experience. It might be summarised as 'it was so good I was disappointed they didn't run with it further', and ultimately I thought this excellent piece of game design was used far too little. More content needed! However, regular human beings are likely to be able to overcome this problem and enjoy the content already provided much more.
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16 июн 2023

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Комментарии : 58   
@jacobhewitt2798
@jacobhewitt2798 Год назад
Wake up babe, new offy D rant where he constantly constantly contradicts himself!
@mateospennati350
@mateospennati350 10 месяцев назад
Where did he contradict himself
@JunoNH
@JunoNH Год назад
we are being fucking spoiled recently
@a.t.fa.t.f7031
@a.t.fa.t.f7031 9 месяцев назад
As an avid player of Into The Breach, I actually really enjoyed this video and the questions it posed on why do I play the game? Because obviously like you said, there is no meta progression, there is no 'super secret ending' for doing everything e.t.c. In that regard, I think I just play Into The Breach, because I can? I suppose I just really like the way Into The Breach plays, and I enjoy sitting down for 20 minutes looking at my screen going "What the actual hell has happened, there is no way I can possibly solve this" and then finding a solution to barely scrape by and make it to the next mission. As of right now, I play the game solely on the Unfair difficulty, once again, not because there is some grander goal, but because I personally liked the game enough that I want to see how much it can challenge me. Because I've played so much, even playing on the hard difficulty makes the game trivially easy, and I only lose 1-2 points of grid health per entire run (if any at all). I think what it comes down to really, is the need for accomplishment that a lot of people can feel nowadays when playing a videogame. When playing Into The Breach you aren't playing to attain some greater goal, you are playing to try and enjoy yourself, and push the limits of how far can you go, how good at the game can you get, or in some peoples case how much can you enjoy the game. For me its the perfect game that I can start playing, get to a tough point which I can't seem to find a solution to at that time, then exit out of the game and come back later when I'm ready to try the challenge with a refreshed mind and fresh look at the situation. If for whatever reason you read this comment at all and decide to play Into The Breach again. I would suggest that you toggle on the Advanced Edition settings on the left before starting the run, and playing on a higher difficulty as those can greatly increase the variation from run to run. I guess thanks for reading this, as it was quite long, sorry if I couldn't get my point across.
@OffyDGG
@OffyDGG 9 месяцев назад
You have the correct mindset for sure. I am almost frustrated at myself for not seeing it this way, which I think I touched on in the video, my 'productivity complex'. I liked the gameplay, but felt let down that I couldn't complete some grand project with it in the game. The concept of just having fun in real life seems to have been lost on me!
@mahu1877
@mahu1877 Год назад
had similar experience with this title - it's good brain excercise for few hours, but there's no immersion to it. i get why people praise it, but i just prefer to forget reality when i'm playing something, instead of reminding myself i'm some random loser playing a game
@Palora01
@Palora01 Год назад
Into the Breach, the game that suffers from it's own success. It's so good at the few things it does that you want it to do more than that and it doesn't and that's just sad. "Oh that's it... but... but... I wanted more". P.S. It's not really a time loop. You can save 1 timeline ... but there's an infinite amount of them so after you save one you scatter your team to send each to another timeline to save that one, because your guys are so determined to save as many timelines as possible... out of an infinity of them (which is where the game lost me, especially since you "can" do it with worse / more gimmicky mechs... forever).
@OffyDGG
@OffyDGG Год назад
I see what you mean, I just call it a time loop because the other timeline no longer exists from your perspective, e.g. there is no meta game. So for the player, no matter how many times you play, the timelines you save got deleted same as the ones you didn't, and only the current one now exists. Yes, quite a lot of work involved in solving infinity timelines of problems, probably that's why only 3 people are willing to even try :D Come to think of it, if they have a time machine, they might as well go back and stop the vek ever becoming a problem in the first place...
@nobubblegums-1899
@nobubblegums-1899 Год назад
@@OffyDGG which would make a fine meta-final mission for your time squad... go back to t0, assault the vek in their home planet, or maybe they were created in a lab by humans, guarded by mechs...that would still hurt replayability though, why would you keep playing after the X campaigns required to unlock the final mission etc. etc.
@OffyDGG
@OffyDGG Год назад
@@nobubblegums-1899 Well you say it would hurt replayability, but that "why keep playing" thing you mention is how I feel after the first campaign right now. So adding something more would only be an improvement from my perspective. The existing replay value would still be there for those who want it, I think.
@danielkjm
@danielkjm Год назад
This is not a rant its a game design dissection, and i love every second of it.
@shampooeddog1453
@shampooeddog1453 Год назад
The idea of the 'productivity complex' is interesting to me. I don't think you're alone in this mentality though- I feel like older roguelikes did not have meta-progression and the player had to be self motivated to try things because it was fun for funs sake.Newer, and admittedly more popular, roguelikes dangle the carrot of meta-progression before players and have become more popular for it due to that 'illusion' of making people feel like they accomplished something 'deeper' than just victory and starting again. You said you had feelings like 'The main point is to get the achievements and unlock squads, so I should just play on Easy,' whereas I felt more like the achievements were pointless busywork standing between me and the 'peak' experience, which is having everything unlocked and mostly playing Unfair (which does have the 0% Grid Defense you mentioned wanting, more Alpha Vek, and about 6 bugs spawning turn 1-it's VERY different). The struggle and experimentation to see if I can overcome the greatest challenge in difficult configurations, seeing what works and understanding strategy of island choice and the side-grade weapon picks, and giving every run my best shot even if it seemed hopeless was what gave me so much replayability of Into the Breach. I'm curious if playing Unfair would alter your opinion on the replayability- Easy is, in my opinion, practically devoid of strategy and might have contributed to your... not quite dissatisfaction, but lack of feeling of accomplishment at the end, perhaps? But as you say it could simply be a different style of engagement with games.
@OffyDGG
@OffyDGG Год назад
I suppose I would just like some kind of in-game reward for doing those challenging feats, so that I feel more motivated to do them. For whatever reason, doing it for my own accomplishment feels uninteresting, as I suppose I ultimately don't care how good I am at the game. I'm all about that illusion of progress!
@BobMcBobJr
@BobMcBobJr 3 месяца назад
@@OffyDGG Do you feel the same about PVP games or fighting games? A fighting game has basically the same issue. It gives you a challenge. You beat the challenge or fail. Done. No bonuses. It's funny. I absolutely feel the same way as you do about a lot of games but in others I just accept that they're ... arcade-y? Like, I remember this little web game call Stop the Darkness which was just a little timed puzzle game. You had so many minutes to build one of several ways to win because every few seconds the darkness would eat one of the tiles on the map in a swirling pattern. It was really fun for a bit. I played it until I figured out all the tricks and then I set it down. I played here or there a couple times later when I felt like it. I wonder if ItB's adjacency to roguelikes conjures this false expectation of what the game should be. I also wonder what that adjacency even is? Is it "you do something and then do it again?" I'd say no, because Street Fighter isn't roguelike adjacent. It wouldn't even be "a puzzle game where you do something ... again" because the other I mentioned isn't. I guess it's just "general vibes." This game vibes too much like a roguelike.
@prestongarvey7745
@prestongarvey7745 Год назад
This commentary made me think about how I feel about gamey games so much that I wanted to say something of substance. But all I’ve gotten out of it is a slight headache.
@ArtanisOwns
@ArtanisOwns Год назад
Good video, waht a ride. You might like Loop Hero if you like that sort of progression. I like your funny content, so yeah, maybe rant over some footage of knocking bugs into eachother?
@andreicristian9575
@andreicristian9575 Год назад
Good call, Loop Hero is insanely good!
@JFM9711
@JFM9711 11 месяцев назад
Quite a funny commentary
@villevalste1888
@villevalste1888 11 месяцев назад
The same people also made another "somewhat roguelike" game, called FTL: Faster Than Light. It's kind of the same, in that you play through several stages and then there's a boss fight and then, whether you win or lose, you'll just have to start over. There, if you win, you get to start over with a new ship or ship configuration, which is kind of the same as unlocking new squads here, except you have to win with a specific ship to unlock a specific ship. Which I guess makes it have somewhat of a progression, if you want to try out all the ships. Another thing that helps for variety, is that you get randomized encounters, loot and shops as you progress through each stage. This way, you can have a lot of interesting combinations of weapons and upgrades on your ships, even if you're just flying the same ship again and again, because you keep losing the boss fight. And if you play well and get good RNG, you can really get quite overpowered towards the end of a run.
@ProjectEkerTest33
@ProjectEkerTest33 Год назад
Hey Devin you ever played Banner Saga? I had a love/hate relationship with the turn-based combat. The turn-order was really weird so killing enemies was actually disadvantageous a lot of the time
@OffyDGG
@OffyDGG Год назад
No haven't played that one, was that the nose themed thing from a few years back? Remembering vaguely hearing about it being good.
@ProjectEkerTest33
@ProjectEkerTest33 Год назад
@@OffyDGG I assume you meant Norse themed not nose themed lol But yeah it's a trilogy of games mixing narrative choices with tactical turn-based combat. It's like 80% off right now on Steam
@OffyDGG
@OffyDGG Год назад
Ah yes, probably not nose based, although I suppose that would be more original! Thanks for the tip!
@ellagage1256
@ellagage1256 11 месяцев назад
Sorry if you talk about this later in the video but I feel like I had the opposite experience where the game felt far less "gamey" than most tactic games I've played at least in it's vibe and atmosphere, though I do think it's a niche vibe. On the one hand, doing all the missions for a CEO gets you currency and a free reward for a "perfect victory " no matter how many lives get lost in the process. On the other hand saving every building is an actual perfect victory as far as in lives saved, but your reward for doing so is just... them being alive. You don't even get to save every region so which ones you prioritize and why will effect people's lives. The more "gamey" elements are supposed to make you feel like doing the moral thing isn't worth it in the grand scheme of things, like an Armored Core mission where they ask you to just striaght up kill innocent bystanders for extra money during jobs. There's no reason not to kill them other than just... not wanting to. Though unlike Armored Core I get to see the responses from the people I'm possibly saving... or dooming in exchange for an extra "good boi" star. Watching the Vek inevitably destroy the same building that had some child's text bubble pop up at the beginning makes me feel like shit and I love it. Even quitting the run throws the whole "So you're gonna doom this timeline then? If that's what you want..." and it makes me feel like such an asshole for treating all of it as just a game. Idk this game scratches at something's that's always bothered me with a lot of "Giant Mech" media where you're just expected to treat destruction as a given, meanwhile you can do pacificst and non-lethal runs in this game but they're way harder and so much more rewarding, especially since your "score" for a run is the amount of lives saved.
@mr.d6486
@mr.d6486 Год назад
HE FINALLY PLAYED IT 🎉🎉🎉🎉
@legendairenic6247
@legendairenic6247 Год назад
What do you think of FTL: Faster than Light, Into The Breach’s devs previous game? Do you think they missed their mark compared to it?
@OffyDGG
@OffyDGG Год назад
Actually I am one the world's largest FTL-haters, or at least I was back when it came out, so I much prefer this. I remember someone saying 'I play FTL because I want gaming to be miserable', or something, and I sort of agree. I thought it was a stolkholm-syndrome-generator type game where the good is essentially 'absense of bad'. Then again, this was many years ago and I barely remember. I should probably give it a serious try and see if any of these things I'm saying are at all true.
@Palora01
@Palora01 Год назад
@@OffyDGG I mean, it's a good game for what it wants to be but once you beat it once you'll have the same issues as Into the Bridge. "GG, Victory, now do it again... with this ship, and maybe a higher difficulty". Or may I expect too much from games that I like and want more. I think it's an issue with me that a good game is either too short (before it becomes obviously repetitive) or soo long that I stop playing it before finishing it.
@legendairenic6247
@legendairenic6247 Год назад
@@Palora01I mean at least it doesn’t pretend to something it’s not. FTL is very much a roguelike. There’s the Multiverse mod which does have an actual end, on top of adding more content
@jedfromyourlocallibrary
@jedfromyourlocallibrary Год назад
I’m so glad you’ve experienced Into the Breach, Devin! Such delicious, puzzle-y goodness. If there’s not enough content for you, think of it as a sort of amuse-bouche of a game. Edit: One, I’m sorry that capitalism has psychically scarred you with a productivity complex and eagerly await some socialist utopia as teased in some of your TIC videos. Two, I’d love some Game World Narrative Into The Breach micro-fic as an excuse for you to play more of this lovely game, Devin!
@OffyDGG
@OffyDGG Год назад
Now that is the perfect excuse - I just have to make my own reason to play it!
@Palora01
@Palora01 Год назад
@@OffyDGG in case you missed it: you can (eventually) do a custom team with mechs you've unlocked. An excuse to play more to unlock more of them for the perfect narrative team. :D
@titaniumweasel467
@titaniumweasel467 6 месяцев назад
lmao, 'how not to write a script that the sponsors will pay you for' XD
@Wolfun1t
@Wolfun1t Год назад
Good to hear your commentary as always! It'd be interesting to hear more in depth commentary though on why you're a part of the official roguelike haters club TM. Have you ever played more traditional roguelikes a la Dungeon Crawl Stone Soup, Cogmind, or Brogue which IMHO have some very solid game design principles. The graphics obviously aren't there (though I think Cogmind in particular looks really sleek for a roguelike and fits with the immersion of you playing as a robot, because you ARE the UI), but if you can look past that I think they are some of the most solid games out there, they are like Into the Breach in that they are essentially "Tactical Moment" generators. They don't have any meta progression, they are supposed to be fun to play in their own right, it respects your time in the sense that if you really feel like you'd have a better time playing something else, you can move on without having to worry about missing anything. Then come back whenever you get the itch, if you so choose. I think there's a pretty large group of people that find that kind of thing freeing, instead of "I could be playing a game where I'm making constant progress." And obviously that's where a lot of newer roguelites get their popularity, because some people DO need to feel like they are progressing, and that's ok.
@OffyDGG
@OffyDGG Год назад
I do like the idea that you don't 'have' to play since there if nothing in particular that you need to do to progress, it sounds good to me, it is just that in practice I felt that I could be doing something 'better' with my time. By that I just mean an illusion of achievement. I haven't played those games you mentioned, mainly indy games of recent times, and the thing I didn't like was needing to repeat earlier content to see later content. My preference is that once level 1 is done, your progress attempts are only on level 2, but generally level 1 has to be played again to attempt level 2 and that gets boring or unfulfiling to me. I suppose the point is meant to be that the gameplay is so good that you don't care you are repeating the beginning a lot, or perhaps the beginning is no different to the end so it doesn't matter, as in into the breach. For whatever reason, I can't find that satisfying.
@Wolfun1t
@Wolfun1t Год назад
@@OffyDGG So, I've been doing a lot of thinking since I made my comment, and then again after reading yours. And I think a lot of it comes down to content and replayability, a discussion that's not exclusive to roguelikes per se. Take your typical 4x game. You can make an argument its a lot like a roguelike in a few ways (i.e. randomized stuff, permadeath, and just generally dealing with the hand you've been given). Generally everything is available to you at the start and there is no meta progression. Your only reason for playing it again would be that you found it fun and now you want to try out a different faction or whatever. In one of my examples, Dungeon Crawl Stone Soup for instance, has 27 different races, 25 different "classes," and 26 different gods you can worship, each VASTLY varying your playstyle, allowing for untold possible combinations. So let's say you die an early death. Well, you don't necessarily have to grind through the beginning of the game in the same way, you can pick a different race, a different class, a different god to worship and have a totally different experience. I think you might see what I'm getting at here. I remember you mentioning Hades as one of your examples for wishing ITB was more like. Thing is, Hades has a TON of content in general, and also has some of the elements I mentioned above (i.e. you can switch up your weapons and god boons and have a totally different run "feeling"). Perhaps you wish that ITB just had, you know, MORE in general, which I can totally see. I've never played it myself but watching you I can see how you came to that conclusion, but I do love roguelikes as a whole, especially the traditional ones because those have a load of content.
@OffyDGG
@OffyDGG Год назад
I like your 4x comparison, I think it is pretty much right. The difference is the timescale, in that one campaign will last long enough that it's constitutes a whole game, so to me it feels less like I need to start again afterwards. So you could perhaps imagine a roguelike with a single 10 hour run where its designed such that the player is unlikely to need to restart until the end of the run. Well, for me that isn't really a roguelike anymore! The thing about something like hades is that it is *both* a tactical moment generator and a standard progression experience, and I think the takeaway is that nothing is lost by adding an overall progression system, since the core gameplay is still there either way. It is just that the progression gives that gameplay context and addition goals, or more motivation. So you could call hades a 20 hour story divided into 40 half hour runs, and a 4x game a 20 hour campaign divided into 200 6 minute turns, but you can't call into the breach much more than a 1 hour campaign that you are welcome to repeat. The gameplay is good enough that it doesn't matter too much, but I think there is nothing to lose and all to gain by taking the 'modern' approach of shifting it to be more like 20 campaigns that lead to some 'ending' that gives achievement and closure. I think that's the missing element that makes the good gameplay feel almost wasted, since you see everything the game has to offer so quickly.
@kyle88740
@kyle88740 9 месяцев назад
24:22 One wasp isn't attacking so you don't need to worry about it. Artillery mech shoots wasp knocking the alpha wasp into the cannon. Cannon shoots alpha wasp into the other killing both Combat mech moves to the other side of the wasp, pushes it 1 space away saving the building. Launcher bug kills the wasp and the mech might takes one damage. In the harder difficulties and depending on the squad you can get unsolvable patterns where you can't perfect clear an island by failing an objective or taking grid damage to get a perfect 30k or 40k run. Some squads do very poorly against certain enemies and mech placement at the beginning can really screw you on the first turn. And some of the advanced enemies are nasty, nasty little buggers.
@OffyDGG
@OffyDGG 9 месяцев назад
That is interesting to hear - I secretly hoped there might be some extremely clever formula that influenced the AI into giving you problems you could solve one way or another. But that is probably too difficult to program to be worthwhile!
@aidenwalsh4320
@aidenwalsh4320 Месяц назад
In the beginning you said you enjoyed the fun Shenanigans more than just ending the game. Perhaps the achievement hunting is a way to foster said style of gameplay.
@OffyDGG
@OffyDGG Месяц назад
It's a step in the right direction for sure, it is only that it wasn't enough for me, for whatever reason. I wanted more to change loop to loop I think, or for there to be more of a purpose to it in a wider narrative. Funnily enough since making this video, I have played loads of 'Halls of Torment' which is is a similar plot-less rogue-like-like experience focused on getting achievements. So in principal I think it's a fun design. Maybe I preferred Halls of Torment because the achievements unlock increases to your power, rather than the more side-gradey unlocks in Into the Breach. I have been thinking of coming back to try it again recently, I wonder if my view will have changed.
@baronvonrekt-hofen557
@baronvonrekt-hofen557 Год назад
"The less you eat, drink and read books; the less you go to the theatre, the dance hall, the public house; the less you think, love, theorize, sing, paint, fence, etc., the more you save-the greater becomes your treasure which neither moths nor dust will devour-your capital. The less you are, the more you have; the less you express your own life, the greater is your alienated life-the greater is the store of your estranged being." Play into the breach as a revolutionary activity comrade, and break your alienation from your labour ✊
@OffyDGG
@OffyDGG Год назад
One day I'll really cut loose and get so drunk that I can enjoy an entertainment product without wondering what else I could be doing. I am in dire need of revolution, I have nothing to lose but my hatred of roguelike mechanics ⚒️⚒️⚒️
@fungisrock8955
@fungisrock8955 Год назад
Mechs and tanks yes please
@WRX3
@WRX3 Год назад
Unlike you I actually like FTL, but I have the same feeling towards Into the Breach as you. Wanting to play it but when further thinking about it... its not worth my time somehow? I think the problem is that while you can unlock new mechs, the enemies that you fight only differ in a slight sense. It all comes down to the same small gameplay loop of solving those puzzles. I like to replay games if they are able to give me a different experience. FTL does that enough for me, and maybe thats because of its randomness. I hate randomness in games tbh, but it does make you make choises that you wouldn't otherwise have to, leading to different playthrough experiences. Imagine if assasins in TW games required you to attack an enemy 3 times and then you would get a 100% kill, not great. I think my main problems with In Into the Breach are: 1. It just doesn't feel like you have much choice in the campaign. The puzzles and the cool tricks are neat, but the overal campaign holding it together has about as much room for choice as playing Mario Party. 2. The rewards for completing a campaign are meager. Yeah you get to keep a single pilot, but its a bit lame for the other 2 you also upgraded and progressed with. You also unlock points with which you can get new mech squads. And while this does give new tools, you are still working on very similar problems with those tools. 3. While the game being almost 100% deterministic does give good puzzle vibes and the feeling of dominating the bugs, it reduces the sense of the game being a game. There is a reason single-player board games use card drawing or dice, because without them you can think about the optimal route, get that, and where do you go after that... The amount of puzzle dopamine I am getting has already peaked. Games that get away with it do because I guess they have a really high complexity ceiling (think sudoku and its variants) so reaching that peak takes years of practice. 4. The story like you said is pretty weak. In FTL unlocking ships could be done through finishing specific quest lines in specific regions. All based around all the species that hang around in that universe. Where having a sertain species could get you different options for solving different problems. The background story makes an impression on the gameplay. With Into the Breach the enemies are blank bugs to kill, not even seeming to have a specific goal on what they want (destroy stuff I guess). The mechs and upgrades you unlock could have just as well come from a different planet, thats how much they are connected to the world. So when I replay the game, I can expect a 0% chance of discovering something new about this world. Maybe thats (for me) the biggest reason for not wanting to replay it. The puzzles are fun and having watched you play it now I got that feeling of: "Damn I could be playing that and puzzling bugs into the ground." But the points above, although not thinking about them specifically when I want to play, do in a subconcious way I guess defer me from pressing play.
@OffyDGG
@OffyDGG Год назад
Generally I agree, although with point 3, I think randomness is actually provided through the AI behaviour and spawns. So while the outcomes of your actions are deterministic, what happens each turn is pretty much random, so you are still reacting to unknown scenarios all the time. I think that's a great combination, and works better than say, xcom, which is the other way around. I also didn't like the randomness in FTL since it the luck factor changes the difficulty a fair bit each time around, and I didn't like how much your progression/strength relied on random things happening to you. "One day the RNG gods will suffer defeat, and games will be back in the hands of man!" - me as a discount Final Fantasy villain.
@blackgold2589
@blackgold2589 Год назад
Comment for lagorithme
@VortexDBD
@VortexDBD Год назад
hearing this guy talk outside of history videos is odd xD
@williardwonken9040
@williardwonken9040 Год назад
I cant stand this game but interesting commentary
@drgarrett
@drgarrett Год назад
Plays strategy puzzle game on Easy. Complains that it's not very complex.
@OffyDGG
@OffyDGG Год назад
Did I complain? Feels like this video is praising complexity, not complaining that its simple.
@anonmisfit
@anonmisfit 8 месяцев назад
ur saying a new player might think its pretty easy but the thing is ur making constant misplays, losing xp left and right, losing grid power when easily avoidable + playing on low difficulty, mention things like "its fine if mechs die" but... if u played more on a higher difficulty or trying different squads you'd find the game a whole lot more difficult and satisfying (: when you have non-damaging squad members, very difficult objectives, maps with hardly avoidable side effects, complex pilot/mech abilities, constantly spawning elite vek with too much health to kill right away the game becomes anything but a cake walk starting off on easy is of course easier :D also about hades: you're essentially just describing "roguelite = more satisfying" because you make permanent noticeable progress vs. mostly true roguelike where the only real progress you make is simply becoming better at a hard game. you call it a lack of motivation, i call it a ROGUELIKE. if you expected a roguelite on the other hand, thats on you, not the game. the most impressive achievement in ITB is becoming a player that can consistently win a max difficulty, i.e. 4 island, high diff run
@OffyDGG
@OffyDGG 8 месяцев назад
I don't think you picked up on what I was getting at here. I'm not criticising the game for being too easy or anything like that. It's the way the meta-game pushes you into keeping the difficulty low / doesn't reward you for increasing it, and it's shooting itself in the foot by being that way. I suspect you agree, since you are trying to argue higher difficulty is more fun, so anything the game does to get people to go to higher difficulty faster would be helpful. In your second point, you are hiding behind a genre definition here and I guess I don't care about that. First if you want be technical ITB *is* a rogueliTe, because it does have meta progression, as I just mentioned. But we could debate the definitions of these terms all day so let's not bother. The most important point to remember is that if ITB had, say, a plot, like Hades, this takes *nothing* away from the roguelike part of the game. Making the jump to roguelite can be a straight-up upgrade with no gameplay elements removed. So I think you are wrong to complain that I said I would prefer this. I want *more* IBT. ITB has made this jump to a minor extent, but in such a way that it not only pushes players to keep the difficulty low, which is a bad move, but kills the potential for the game's mechanics to be used in an *even better* game. It's a missed opportunity. You can say you like it how it is, but remember above all else that a player like you loses *nothing* if more content is added. There is a reason roguelites are vastly more popular than roguelikes. But they are harder to make. Not doing this is absolutely, to use your phrase, 'on the game'. Hades is an ideal example of this, again, with loads of meta progression and loads of 'do this to prove you can' all at the same time.
@anonmisfit
@anonmisfit 8 месяцев назад
@OffyDGG fair enuff. --> on the topic of [meta] progression: meaningful [meta] progression can be a treat but at the same time will usually strongly influence the overall difficulty of a game. looking at classic, typical roguelites like TBOI or Hades there's always a clearly definable meta in terms of strong and weak or even hazardous items, passives, you name it. unlocking new content i.e. weapons, passives, you name it in those games usually means getting stronger - which implies you'd have to make the game have a very smooth difficulty curve but be always challenging so that you would need those upgrades in the first place. i dont feel like most roguelites do that well, including very well known and established classics, usually you just jump from either underwhelming or neutral state to a "usually neutral with very large spikes in either direction"-type of gameplay. i like that. i also really like that ITB DOESNT grant you straight up upgrades when e.g. beating a run on a given squad, neither right away nor eventually. it simply unlocks more content in the form of different playable characters. i dont feel like ITB has major spikes in either direction as it is after all mostly a puzzle game. but that consistency to me is a great thing for a puzzle-roguelike. in games like TBOI or Hades, assuming i have played the game before and seen what type of stuff i can unlock, i often feel a craving as in "when will i finally have this cool unlock" or "can i finally have this unlock so i can make progress faster/better". in ITB i just crave getting better, seeing how far i can make myself go and what cool combinations i can personally figure out. i would like more content ofc in the form of different maps, objectives, challenges etc., which is just the result of liking a good game. missed opportunity regarding story elements, additional enemy designs, additional game modes etc. but thats a point you can attribute to most imperfect games since large amounts of content are not generally doable in a reasonable time span :D. in other strategic roguelikes/lites e.g. Slay The Spire, Monster Tain or Gloomhaven, there ARE permanent upgrades to pre-existing abilities which forces a player like me, trying to explore a game in its entirety, to "self-nerf". i dont think roguelites with meaningful upgrades (i.e. unlike ITB where you do unlock new stuff but you dont typically grind for the unlocks) are fundamentally better or more long-term games, it very much depends on the player. if i just wanna jump into a run and have fun, TBOI or Hades to me are definitely not the pick as theres just way too many barriers in the form of unlocks, knowledge issues, skill/usage issues etc. ITB, Luck Be A Landlord, Peglin and similar games on the other hand fill the niche of "[can be made] challenging but is generally very casual friendly". --> regarding ITB specifically: i believe i get where youre coming from. i dont disagree more content is always amazing. i dont personally lack a motivation to play the game, my motivation is learning the ins and outs, playing randomized squad combinations, simply fuelling my brain with dopamine; i play because its simply fun and at some point i know that fun will inevitably vanish, as happens for all games. i personally strongly prefer games, specifically roguelikes/lites where you can (not necessarily must) build different builds and prove your skill on them rather than get overpowered by finding a couple items. ITB could certainly be a lot more intense in terms of spikes of excitement, cool unlocks that make you wanna play different squads and or difficulties, unlocks of alternate challenges and enemy designs etc. but at the end of the day it is just a game like any other: you play for achievements, in this particular case quite literally, you keep playing for a while after as long as the game is fun, and you likely drop it eventually, often after hundreds of hours if you explored a game in its majority / entirety. i dont think theres anything wrong with that type of approach, i.e. just having achievements, not having cool, super interesting new unlocks (beside mechs and difficulty that is). i do feel like regular roguelikes (i.e. definitely not TBOI lol) generally are more of a "play this for a very long time but only in occasional sessions"-genre, therefore they dont really need a reason for a player to come back every day - they simply must be designed in a fun, enticing way for a player to want to experience the game :D. i dont mind the initially proposed low difficulty or the lack of reward between the actual difficulties - i think that should be an essential part to a casual-friendly game.
@OffyDGG
@OffyDGG 8 месяцев назад
It sounds like we come at this from different angles. I think I mentioned in the video that I pretty much don't like games where there isn't some in-game reason to do stuff. Or to put it another way, I can't just have fun, lol. This is basically a me-problem, but even then having fun is still more fun in principal if there is also some reason to do it other than enjoyment, I would say. It sounds like you are in the perhaps better position of liking the game for what it actually is! This is probably the right way of thinking about it. I guess all I wanted to say is that while I do think you are right about progression potentially messing with the gameplay or the balancing, I like to think that the core experience is still there. What you call 'self-nerfing' isn't necessarily a bad thing, if you want to be the kind of player that is looking for gameplay challenges. But I think that overall it's better to have that be a choice the player makes, with the option to play with power progression mechanics as well if they like. It feels messy but it also feels like a decent balance of utilising the potential of both approaches. Then again, it's not like there is any shortage of roguelikes and lites, so these games really don't need to explore all their 'potential' or cater to a general audience at all - I am pretty much just trying imagine what you need to change to give something like ITB a more broad appeal, for my own amusement. Probably because I don't have much time so I automatically lean against any games where you repeat content - basically I am the last person rogue-x's should be trying to appeal to! But I still had fun with ITB all the same, which was interesting, probably because of the puzzle aspect. Anyway, thanks for the interesting comment!
@thatguythere8737
@thatguythere8737 Год назад
Maybe you you need therapy. Before you play the next game
@RolandIronfist13
@RolandIronfist13 6 месяцев назад
This guy has one of the worst opinions ive ever heard. Literally requiring something to change going forward for a game to be good? Has my man never heard of an arcade game. You keep using rogue-like. But arcade games have existed for decades. You also talk about the game being boring but never tried on a harder difficulty. Why would you default to easy? Thats one of the studpidest conclusions ive ever heard. This man has never heard of intrinsic motivations. "No real completion" get better at the game is the completion. If you need a game where number goes up go have an opinion about cookie clicker holy crap
@OffyDGG
@OffyDGG 6 месяцев назад
First of all, remain calm! What do you mean I talk about the game being boring? This is a video about me liking the game. Not sure what you're getting at. The playing on easy thing is explained in the video. I thought it didn't need to be said, but since it does: when I talk about completion and motivation, I mean IN GAME / IN UNIVERSE and not in real life. That's the root of your apparent meltdown here. I would prefer some kind of progression, ending, or 'final boss' type thing for the overall experience to work towards. Getting a high score, arcade style, isn't that interesting to me in this particular game. I could probably go outside and see how many times I can throw a ball in a air and catch it, but I guess I just don't want to since it doesn't lead anywhere. Do you see what I am getting at? I don't think this is an insane a thing as you seem to believe. As a great man once said: "If you need a game where number goes up go have an opinion about cookie clicker holy crap"
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