Lvxferre [he/him]

I have two chimps within, Laziness and Hyperactivity. They smoke cigs, drink yerba, fling shit at each other, and devour the face of anyone who gets close to either.

They also devour my dreams.

  • 4 Posts
  • 1.49K Comments
Joined 2 years ago
cake
Cake day: January 12th, 2024

help-circle



  • There are a thousand definitions and mine is just one among many, I’m aware. This is not a “right vs. wrong” matter, it’s how you cut things out.

    For me, a roguelike has four rules:

    1. Permadeath—can’t reuse dead chars for new playthrus.
    2. Procedural generation—lots of the game get changed from one to another playthru.
    3. Turn-based—game time is split into turns, and there’s no RL time limit on how long each turn takes.
    4. Simple elements—each action, event, item, stat etc. is by itself simple. Complexity appears through their interaction.

    People aware of other definitions (like the Berlin Interpretation) will notice my #4 is not “grid-based”. I think the grid is just a consequence of keeping individual elements simple, in this case movement.

    Those rules are not random. They create gameplay where there are limits on how better your character can get; but you, as the player, are consistently getting better. Not by having better reflexes, not by dumb memorisation, but by understanding the game better, and thinking deeper on how its elements interact.

    I personally don’t consider games missing any of those elements a “roguelike”. Like The Binding of Isaac; don’t get me wrong, it’s a great game (I love it); but since it’s missing #3 (combat is real-timed) and #4 (complex movement and attack patterns, not just for you but your enemies), it relies way more on your reflexes and senses than a roguelike would.

    Some might be tempted to use the label “roguelite” for games having at least few of those features, but not all of them. Like… well, Isaac—it does feature permadeath and procedural generation, right? Frankly, I think the definition isn’t useful, and it’s bound to include things completely different from each other. It’s like saying carrots and limes are both “orange-like” (carrots due to colour, limes because they’re citrus); instead of letting those games shine as their own things, you’re dumping them into a “failed to be a roguelike” category.






  • I’m aware that compression rates are a trade-off between space and processing time, and that there’s some balance to be had. However, I don’t see this balance from plenty commercial games; what I see instead is disregard.

    Here’s a made up example. Suppose you have a choice between compressing a game:

    • to 10 GiB, and it takes 2min to unpack it in a certain machine
    • to 3 GiB, and it takes 8min to unpack it in a certain machine

    FitGirl will consistently pick the later option. And it would be fine if devs picked the former, or a middle ground… but they don’t. Instead, often you get a 10 GiB file that takes 10 min to unpack, the worst of both worlds.

    And it isn’t just a matter of the compression algorithm. The developers also have the freedom to choose how they split files; but they often create 9001 files the size of an ant, that is going to hurt decompression times. (Paradox Interactive, I’m looking at you.)

    Tagging @[email protected], as it addresses what they said too.