• scrion@lemmy.world
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    1 month ago

    IMHO: the randomness and procedural generation kills immersion and makes the game feel inconsequential.

    • wizblizz@lemmy.world
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      1 month ago

      I think Hades is the exception, incorporating the loop as part of a great story populated with interesting characters.

      • Waraugh@lemmy.dbzer0.com
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        1 month ago

        I never played myself but I’ve watched my sons play and I think another thing it really did well was help them normalize dying and not being good right away, or even necessarily ever. I even noticed an improvement with my older son not throwing his hands up when he didn’t immediately understand something in school. Hades will always hold a special place in my heart which is kind of weird considering I never personally played it, hadn’t thought about that before.

    • trem@lemmy.blahaj.zone
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      1 month ago

      To me, the randomness actually adds to the immersion, because suddenly no one knows whether an enemy encounter is beatable.

      There’s no game designer that ensures that I don’t get frustrated or whatever. There’s no optimal strategy guide out there. Instead, it’s entirely up to my own judgement, whether the encounter is worth it, or I should leg it.

      • DragonTypeWyvern@midwest.social
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        1 month ago

        I mean, I never got the “true end” of the first one because of those things.

        Did in the second one though, because I liked the weapons more, so eh.

    • farmgineer@nord.pub
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      27 days ago

      I agree that this is often the case, but I’m not going to Peglin for the story/immersion. That said, I’m mostly playing story-driven RPG-adjacent stuff which would be a bad fit for many such elements.