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/vr/ - Retro Games

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>> No.5482152 [View]
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5482152

>>5482053
I'm coming nowhere near complaining or that a linear game isn't difficult to master. But it takes longer to master something that also has variables that change. It's not saying linear games are even bad in any way, just that they don't have as much replay value over a very long period of time as other games.

So looking at the thread question of which game has the highest amount of replay it wouldn't be something linear without variation between games. And as I pointed out you can see that in practice with communities like Street Fighter that have people still learning and improving after a decade or more of frequent often daily play.

>> No.5442698 [View]
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5442698

>>5442629
Agreed. Many people complain about the randomness in roguelikes but it's one of the things that truly makes the genre shine for me and what makes them vastly more interesting to play than the closely related rpgs.

>> No.5359194 [View]
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5359194

>>5359182
Okay then.

>> No.5311462 [View]
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5311462

>>5311152
Rogue and it's children.

>> No.5238573 [View]
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5238573

>>5238058
>>5232390
Have you thought about trying Roguelikes out? They sure sound like a good fit for you.

>>5238494
I enjoy games with a high consistent challenge...

>> No.5195812 [View]
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5195812

>>5195541
>I directly state that Spelunky and the others play completely differently from Rogue.

Exactly. Which is why if you read the set of deffinitions and used your brain for even a moment you would be able to conclude they're obviously not actually roguelikes. Which is what I was trying to explain. So okay, once more with feeling.

A roguelike is a game like Rogue. If you look at the deffinition you'll see that the high value elements are all the core elements of Rogue's gameplay. It's really hard, easy to die and you only get once chance and no saves. But it's also turn based so you have time to consider each move before you make it and the options at your disposal are fairly complex so you have various ways to escape trouble. Then each time you play, the dungeon and items are different so even though you could easily die hundreds times trying to win (I sure did) It's always a fresh experience.

Those are considered the high value elements because they all work together to create a unique experience of a game. Generally the closer a game holds to those the more of a roguelike it is. Again, not a value judgment just a description, and even within those confines, there have been a ton of games and will be loads more.

But that's not to say it's also not good to try some roguelike elements and toss them into another genre. It's how Diablo came about after all.

>>5195561
That's why skill is usually shown by wins in a row not solitary achievements. Like looping shmups I guess.

>> No.5086080 [View]
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5086080

>>5085957
Try playing rogue or roguelikes.


Or just have self control lol.

>> No.5065964 [View]
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5065964

>>5062838
I.V.A.N.

Not much else retro comes close

>> No.4016856 [View]
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4016856

>>4016842
Nice bait. :)

It would be even better if /vr/ wasn't the same when it comes to various traditional (and also excellent) roguelikes as well.

>> No.3727545 [View]
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3727545

>>3727537
>Basically, if you prefer Western games, you're casual save scumming idiot who values immersion more than gameplay.

You're cute, Kiddo.

>> No.3596718 [View]
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3596718

>>3596698
Because it's the one you prefer.

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