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Please Not Market This As A Roguelike If It Is Not

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x4000:
No worries, and I appreciate it! :)

What sort of genre label would communicate to you what I just said, by the way?  I told you in-a-lot-of-words more or less what it is, but how would I tell you in 2-3 words? I'm really struggling with that, and twin-stick shooter is clearly conveying something very different from what it is.

Pumpkin:

--- Quote from: x4000 on November 17, 2015, 03:18:47 pm ---No worries, and I appreciate it! :)

What sort of genre label would communicate to you what I just said, by the way?  I told you in-a-lot-of-words more or less what it is, but how would I tell you in 2-3 words? I'm really struggling with that, and twin-stick shooter is clearly conveying something very different from what it is.

--- End quote ---
Can't we get rid of "twin-stick" and just keep "shooter"? I think "shooter" alone is enough to convey that. Or maybe "top-down shooter" or "2D shooter" to highlight the difference with First Personal, 3D shooters.

Also, with "procedurally generated" alone, I feel there is a need for the permadeath element. Maybe "procedurally generated" may be folded into "randomized" (also I prefer "procedurally generated") to make place for something like "hardcore" or "permadeath".

So here are my suggestions:
- Procedurally Generated Permadeath 2D Shooter (still too verbose, IMO)
- Randomized Ironman 2D Shooter (sounds dumbed down)
- Procedural Hardcore 2D Shooter (that kinda sounds catchy...)

The PDL tag may be risky because it's rarely seen, however it get my preference. But I understand why "nope-STFU-pumpkin!!!"

x4000:
I don't want to scare off people who think that ironman or hardcore sounds... not fun, though.  And honestly the game isn't that way any more than Rogue Legacy or similar is.  Our Darker Purpose, Isaac, etc.  Yeah each run is permadeath, but there's overall meta-progression between runs.

Pumpkin:

--- Quote from: x4000 on November 17, 2015, 04:37:40 pm ---I don't want to scare off people who think that ironman or hardcore sounds... not fun, though.  And honestly the game isn't that way any more than Rogue Legacy or similar is.  Our Darker Purpose, Isaac, etc.  Yeah each run is permadeath, but there's overall meta-progression between runs.

--- End quote ---
Yeah. I miss the old true-permadeath games. But that's just me. I guess I need to enjoy this new kind of "I must gain something extrinsic" instead of trying to change it.

GiftGruen:
I think Rogue Legacy is called a "roguelike RPG". *shudder*

I have to say that Chris' arguments were very convincing for me. I'm actually put off by many of these 'purist' discussions about some word or another, because, really, it's basically complaining about 'you do not use this word the same way I do', which I find narrowminded. It's the same way with every word: It has characteristics that it shares with similar words, its synonyms. It cannot be totally expressed by only combining any of its synonyms in any short way, it always has connotations that its synonyms lack. That's when you know that word is legitimately part of our vocabulary: It's needed to fill a hole in the web of meanings and connotations the other words of our vocabulary already form, the web being spanned by meanings and connotations shared by multiple words (yeah, I'm not very good at metaphors in English, but I hope you get my point).

For me at least roguelike means an at least partly randomized world with the implication of 'positional combat', whether it be turn-based or - like in Rogue Legacy - by quickly reaching the right distance to your enemy at the right time. It also implies managing some sort of resource, possibly one like hitpoints that you can deplete either very fast with bad play or very slowly with near-perfect play. Permadeath depends on the overall balance of the game and its length. I would consider a game with really cheap deaths (I-wanna-be-the-guy-style of cheap) to be very rude to also throw permadeath in your face, while a shorter or an easier game that e.g. focuses on good long-term planning and your ability to survive with the choices you made and the things you sacrificed to gain some other advantage would really lack its main gameplay element if it didn't threaten permadeath.

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