You're already testing the game AND you're involved in the development? Ok, I'm officially jealous.
Hem, I mean, cool. Thanks for sharing this.
Hah, dont be too jealous... something like this always comes with downsides. For my part, that means BUGS. Particularly my own. I dont deal with them well, not at all, so like with TLF's expansion, I'm going to have LOTS of moments of great frustration that I really just dont get with normal testing. And I dont exactly have a particularly big role here, yet will still get that. Though yeah, it's still pretty nice to be involved with this, particularly as it's THE game from them I've been most excited about since Bionic Dues. I've very high hopes for this one, very high indeed.
Yeah, that's a price I would totally afford. Being an aspirant game designer, I know how the path is long and harsh.
But anyway....
Sure. Back to business.
I won't come back to 2) and 3): we agree on that.
However, I'm willing to dig a bit deeper in 1). You say Isaac has more choice than it seems. I'm very interesting in this, because I don't think I'm such a newb at Isaac (Steam says 87 hours and 74% achievement on Rebirth), and if you say I missed something in the design, what a poor GD I am...
1. Isaac's "choice". Now, this is an interesting thing about the game, and I think it really needs to be considered with THIS game. See, the thing about Isaac is that it actually DOES have alot of choice. As I'd rambled about in that thread about the game in off-topic recently, a HUGE part of the game is making choices, and then dealing with the results of the choices you made. The game does not and cannot create genuinely unwinnable situations where the RNG alone can kill you. What it does is give you alot of decisions to make, which will then make you stronger, or weaker, depending on what you do. Hell, half of my playstyle is based entirely around this concept. And looking at some of the "pros" with that game, well.... you cant get a winstreak of 125+ if the game has too much RNG in it. You just cant.
The problem though? The game does NOT make this very obvious. Particularly to new players, it seems extremely random, and it seems that you have little control over anything at all. It can be hard to spot the choices that are available to you and the things that you can do, because of the way the game works. And that is kinda a problem for this sort of game. Plenty of roguelikes have this issue, actually. To some degree, it depends on the player though... hell, I've heard this very thing about Bionic Dues, that it's "totally RNG, strategy doesnt matter!" and I know full well that THAT sure as heck isnt true. But it can be hard to really show that in a game like this, and Isaac has that problem pretty bad. This game, I think, needs to work to avoid that. Fortunately, Arcen has been VERY good at avoiding this one. You cant really avoid it COMPLETELY, but if you constantly give the player as much info about things as possible... you dramatically reduce the chances of this happening. Isaac.... does not do this. At all. It seems to thrive on NOT telling you stuff. And that's a definite problem. And a very good point to consider.
So where's the choice, according to you? Taking or not taking an item? It's rare. One with high health must avoid the Dead Cat; I always avoid Bob's Brain and sometimes Dr. Fetus because they can hurt myself, etc. So let say this "choice" is pretty poor.
So what? Grinding? Is grinding or rushing a choice? IMO, no. If you're skillful enough to survive the grinding and take a bit more power from it, there is no way to not grind. Avoiding a Challenge Room is rarely a wise choice.
So, really, tell me. Where is the choice? I see only skill in fighting RNG. I'm only seeing RNG as a question to the player: "which bad luck level are you able to survive?" Because there is always a very-very-bad-luck run that nobody can win, and a very-very-lucky run that can allow a low-skill player to oneshot the last boss. And this is good. But there is no choice there.
I'm not mocking. I'm sincere: I don't understand your reply to my 1). Would you develop more, please?
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(...)
Whoa. Excellent post. Clear, precise and wise. Nothing to add. GG WP
Well, to go into Isaac a bit....
Firstly, consider "win-streaks" in this genre. One thing about those is that, no matter what, in a game where RNG can consistently kill you (as in, genuinely defeat you, producing situations that are either impossible or so difficult that they may as well be), you cannot get long winstreaks. It doesnt happen. A well-designed roguelike avoids this.
But you cant avoid it if the RNG is too strong in the game. Isaac, however, DOES avoid this. Consider players like NorthernLion; the guy has had streaks of over 120! Which is pretty crazy! And he's not really THAT darn good at the "combat" aspect of the game, as he will frequently crash into stupid things, or stuff like that. But his knowledge and ability to apply that knowledge to the decisions he needs to make totally makes up for any other mistakes he might make, by making sure that Isaac is as powerful as possible for that given run.
This actually was my experience with the original game. I only have about 80 hours in that. Why? Because I was basically invincible. I reached a point of something like a near-infinite win-streak. I knew what I was doing, I knew it well, and the game wasnt hard enough to counter it; I couldnt die. Nothing was a threat. Eventually I rather tired of this, and stopped playing it. This happens with roguelikes for me every now and then.
Rebirth is harder, so that aspect of it is no longer an issue, which is very nice, but again, I'm muuuuuuch more likely to win than lose unless I specifically do something risky (What? Missingno? Do I take it, or.... heck with it, YOLO!!!!!) simply because I know what I'm doing when OUTSIDE of combat. For example, early in the game, you often tend to just not have many resources. Keys, coins, bombs. If I find no keys but ONE bomb on the first floor, but no keys.... what do I do with it? Usually, there's a variety of options. Do I analyze the map and go after the secret room? It contains stuff like that often... but it COULD also contain something useless like a battery or things that just have no effect right now. Or do I blow up the tinted rock that I saw earlier in the level? That may not get me a key.... but sometimes it DOES, and finding bombs from it isnt that uncommon, and of course, there's usually soul hearts... those could make it easier, on the next floor, to get a Devil Room. Buuuut.... there's always that chance of getting a gold chest from that rock instead. Or do I perhaps just hold off, and take the bomb to the next floor? There may be more options in the floor features itself, particularly after I go through all of the rooms on that floor, since I may have something else by then that could increase my options. Perhaps I'll find a key THERE instead, and not need to use the bomb to search for one.
Choices like that, of course, do not happen just on the first floor, but can happen anywhere. What's more, they are influenced by your current build. The aftereffects of what you do or do not do can be heavily affected by the items you currently have, and in order to maximize your chances of victory, you must consider all of these things before you decide on something.
Let's look, for example, at the item called "Tiny Planet". Alot of people dont like this item. I suspect, though, that when they've tried, it, they've tried it when the situation basically says "this is a bloody stupid idea". All of my most powerful rampages in the game... and I mean *all* of them... in all of my 200+ hours... have involved this item. It's one of those things that can seem bad at first, but when you know what to do with it.... it's supremely strong. Even Brimstone doesnt match the sheer power of a full Tiny Planet rampage. However, if you take it at the WRONG time.... it's a game-ender, and will probably get you killed really fast. When this item appears, there's a choice: Do I take it, or do I leave it? What items do I have right now, and what effects will they have on it? More importantly, what are my stats? If my tears stat is too low, this item wont go well at all, and I'm likely to fail. However, it can truly be great.... what position am I at in the game? If I'm already at depths 1 or 2, this'd be a risky idea, but if I find this early, there's still plenty of time to get tears-up items from bosses (since that's where you most frequently get that sort) or spend some time focusing on somehow getting pills that may help. Or other effects.
Often, when I spot an item, even if it seems good right away... I wont take it yet. I'll let it sit there, and I'll clear out the rest of the floor AND the boss. THEN I'll make my decision, based on anything new that might have happened in that time. Sometimes, this can avert total catastrophe.
For example, one item I tend to really like is "Undefined". Not only can it get you to the secret room, but it's one of the only true reliable ways to reach the Error Room. But... it is, of course, based on chance, and what if I already have a spacebar item? Well, I usually call them "active" items, but apparently many call them "spacebar" items, but I digress... often, I'll let that thing sit there, until I clear out the level. I'm probably on the lookout for batteries, or money to buy batteries later, if I'm early enough in the game that there's more shops. The more batteries there are, the more charge I can get; the more charge I can get, the higher the chance of getting to that room. Not to mention the less bombs I end up spending opening up the two secret rooms. And the Error Room is worth the trouble, as it's almost always very profitable, and the ONLY time it should be avoided is on the second Depths/Catacombs level (skips the Mom fight, thus skipping the Polaroid and Negative... unless you use it in THAT specific room after grabbing one). And perhaps the current spacebar item might prove more useful depending on the situation, and what other items I have at the time... I have to consider these things, to use all my stuff to it's maximum potential.
And of course there's much more obvious choices like the shops; alot of great items come out of there, and can heavily impact the rest of the game, so deciding what to buy and when to buy it is important. Particularly if you're tempted to spend on consumables. You need to consider the OTHER stuff you already have, including how much money you'd have after buying a bomb/key/whatever, for future purchases (or even future beggar encounters). I even consider Greed when I think about this: If I'm on Depths 1, and I'm in the store, and I *havent* encountered Greed yet... I may choose to blow as much money on that floor as I can to get whatever advantages I can, because there's a good chance he could appear in the store on the next floor.... and make all of that money I have almost totally useless, denying me the chance to get anything out of it. I also will check for the secret room first, because that leaves a chance that I could find him THERE, before Depths 2, and thus get rid of him... and his chance of appearing... before going to that floor. That is.... IF I think it's wise to spend the bomb on doing so. Sometimes it isnt.
That's just the start of it, and some of the simpler and easier to explain situations I encounter where I need to carefully think out what I do to maximize everything I can. It keeps my chances of winning high, even when the game is being a snot with the item rooms and such, because if I can get that much more out of them, I have that much more advantage over future foes in upcoming floors.
Going through the game though and not thinking about these things, or not noticing that such decisions are available to be made, can and will hurt you, or even end your run.
Of course, ALOT of these situations.... just arent obvious. The game never makes it apparent that such choices exist. The only one that's OBVIOUS is the very basic "should I grab this thing or not". But even then, alot of players dont take into account as much as they should before choosing, and so, too often, will make the wrong choice.
And of course some choices are VERY not obvious. You mention Dr. Fetus, and that's a good example, because LOTS of people will avoid that.... but I know of some reasons to take it, and I know what my stats will do to it, that affect how easy or not easy it is to blow myself up. The biggest advantage with that item is NOT the damage it does, but the destruction it causes. This does a couple of things: 1, destroys rocks, which can both clear out obstacles but also allow you to access things you otherwise couldnt get, 2, find all secret rooms (because you can blast *every* wall), but the big reason *I* take it is 3, use it to find crawlspaces. I already find crawlspaces often. They're not a rare encounter for me. And I dont mean just with that item... I mean even with normal bombs, or other things. I know how to look for them, WHEN to look for them, and in general, how they work. The sort of logic and decision-making that I'm trying to show with this explanation gives me a high chance of finding them, while when I watch other players play the game.... they almost never find them.
And most of the time, they're a great thing to find, containing a free item, which often can be something very good like the Gnawed Leaf, or something. They are usually better, much better, than secret or super secret rooms. And Dr. Fetus pretty much means that, most of the time, yeah... I'm *going* to find one or two, and power up that much more. Often, enough to overcome that item's downside. So, I consider these various things into just that ONE decision. There is, actually, more I can consider with it, but you get the picture.
Heck, you could even consider an item like Soy Milk. ALot of people haaaaaaaaaaate this thing. But do I have something like Mom's Perfume? By itself, that's not a very interesting item. But with Soy Milk, it's a game winner. Or even better, anything that has even the tiniest chance of firing a tear that causes fear; that's almost a 100% guarantee of victory. There's a reason why Soy Milk is in the "special" item pool. Which, if you dont know, is the item pool reserved for things that the devs consider to be more powerful (in their potential) than anything else in the game. There are only about 12 items in this set, and the game calculates their chances of appearing differently. Soy Milk is one of them.... as is Dr. Fetus.
Again though, most of this is not made obvious by the game. I mean, how many players are going to honestly consider the crawlspaces into that decision of wether or not to take Dr. Fetus? And NOBODY seems to think of the status-effect idea with Soy Milk, despite the ridiculous power of it (to me, this is second only to a Tiny Planet rampage). Wheras, in a game like Spelunky, things are MUCH more obvious, decisions are much easier to make. The game is designed that way: decisions tend to be very black & white, and easy to read, which is good, because you can die REALLY FAST in that game. Adding confusion to the mix would ruin the experience.
And of course, you then add in every individual's playstyle and unique ways of thinking, and it gets even more complicated...
So yeah, that's a bit of what I meant, and like I said.... that's only the tip of it, and the ones that are easiest to explain, but it shows that even "do I take or leave this item" can have WAY more to it than what most people think. And there's alot more types of choices than just that, but that one is the easiest to show my sort of logic with. And this sort of logic can apply to MANY roguelikes of all sorts. For those that I can beat consistently (or every single time, in some cases) chances are, I'm using alot of this style of reasoning to make decisions that may seem very confusing to others.... yet are there nonetheless.
This, all, is why Isaac isnt TRULY based on luck... but is based on a combination of your skill at combat, and your ability to gain and APPLY knowledge about the game, to the situations you encounter, to increase your power that much further.
Now, there's other things to respond to in this thread, but I'm having a bad day, as pain goes, as everything kinda hurts at the moment, so for now, I need to stop typing. I'll give other replies a bit later tonight, probably.