This is admittedly not that big of a deal I guess but it drives me nuts how often modern games describe themselves like: a zelda-esque soulsborne roguelike metroidvania- or something equally indecipherable to anyone outside of the entrenched Gamer demographic. I am thoroughly “search action”-pilled…we really gotta use words better!

  • @Nachorella
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    123 months ago

    But it’s the same problem if I tell someone about a cool sci fi movie and they’re like ‘what’s a sci fi?’. Everyone has to have new terms explained to them the first time they hear them.

    I don’t think using terms like roguelike or metroidvania are trying to be exclusionary, it’s just difficult to convey a genre succinctly. There’s probably lots of people unfamiliar with the game Rogue but they know exactly what a roguelike is.

    • ClimateChangeAnxiety [he/him, they/them]
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      3 months ago

      There’s probably lots of people unfamiliar with the game Rogue but they know exactly what a roguelike is

      I knew what “roguelike” meant long before I realized Rogue was a game and roguelike meant “games that are like Rogue”

      It was a completely abstract term to me, like any other word.

      • EnsignRedshirt [he/him]
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        23 months ago

        What was fun for me was that I played a game called Castle of the Winds on Windows 3.1 when I was a kid, and really enjoyed it, but didn’t put together until well over a decade later that it was a roguelike, or that that’s even what those games were called. It was obvious in retrospect, but I don’t know if people were even using the term roguelike at the time.

        • @jjjalljs@ttrpg.network
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          23 months ago

          Same! I played that game a lot, though I was young and had no qualms about save scumming

          I also learned much later that the Sega Genesis game Toejam and Earl from the same era is also essentially a rogue like.

          • EnsignRedshirt [he/him]
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            23 months ago

            I really don’t mind save scumming. It basically turns a roguelike into a roguelite, and sometimes that’s what you want. This is an interesting article about Mechwarrior 5: Mercenaries that points out that Mercenaries is essentially a roguelike, and that the ability to restart the mission if it’s going poorly is critical to enjoying it because the game has a few big flaws that would be intolerable if you had to deal with irreversible consequences of those flaws:

            https://www.polygon.com/reviews/2020/1/16/21066189/mechwarrior-5-mercenaries-review-restart-button-glitches-bugs-ai

            I love MW5: Mercenaries and I completely agree that the game requires the ability to essentially save scum to make it worthwhile. You still have to beat a given mission from start with whatever you’ve got, but you don’t have to accept the loss from the game glitching or the AI doing something stupid if you’re willing to start over.

            I say everyone should save scum if it improves the experience for them. It’s a feature!

            Toejam and Earl from the same era is also essentially a rogue like.

            Mother of God, I think you’re right. I may have to go give that another run, I played the hell out of it as a kid. One of the best Genesis titles, period.