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Mortal Sin is a chaotic, blood-soaked roguelike – and it’s now available on GOG!

This game is built around fast, visceral melee combat where every strike matters. Chain slashes, bashes, and kicks into devastating finishers as limbs fly and blood paints the walls. Combat thrives on momentum: move fast, hit hard, and never give your enemies a chance to breathe.

Now on GOG!
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DNMR2K5: What good is getting rewarded when you will lose it all in the next run?
Because you have a better chance of beating the game? Also there's unlockable stuff.
It's pretty much playing a game with no resolution for the time that you've wasted…
It does have an end, the same as other games like this such as Ziggurat 1 + 2, Immortal Redneck, etc. It has an infinite mode, in which case you see how far you get (also a common feature). Which you would play because it's fun. Why else would you play any game? I played a whole lot of Moria back in the day, and never managed to win. No regrets. How about multiplayer games, or single-player games with a skirmish vs AI mode, where you play matches over and over, and win or lose you start again from zero every time. You might as well ask what's the point of advancing in Civilization, when you're just going to start over with a settler and no technology.

Regardless, it's relatively rare for gamers to reach the end of games. It's far more important to be having fun than to get to the end. Not to mention that ultimately everything is a "waste of time," given that the universe itself will end one way or another.
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zoomzoomquoi: You're right, we should make a gray corridor AAA game with QTEs and microtransactions, now that's innovation.Don't worry, this one has a 'I hate roguelikes' mode just for you.Oh, you don't like roguelikes? You just like a game that holds your hand, actually.You're right, it's better to have a game that tells you everything, that way you don't have to think.
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DNMR2K5: That is the other side of the coin, as I am in full agreement of AAA being full of dreck as well, it's simply that it's not the main topic that I was concerned with in my last post, but if we were to have a conversation about the rubbish that is the AAA industry, there would be little disagreement from my part.

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zoomzoomquoi: Ah, if only it were that simple! Randomization alone isn't enough to create fun. It's not randomness that makes a game addictive, it's the structure you put around it.A random number generator doesn't create enjoyment in itself. What captivates the player is the feeling of control despite the uncertainty, the sensation that they can influence chance, learn, and improve.
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DNMR2K5: It is not lost on me that there are proponents of this genre, and it is necessary to hear from them in order for me to have a complete understanding of this genre, though I admit bias against repetitious gameplay for repetition's sake, which is why I included Hades as an example of how best to approach the genre, but low-effort is still low effort, no matter the genre, and should be called out!

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zoomzoomquoi: Repetition must be meaningful.
Dying and starting over is only interesting if each attempt brings something new: a better strategy, a discovery, dramatic tension. Without that, the player quickly loses interest.
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DNMR2K5: Then it is not to be considered repetition for repetition's sake, it's repetition for training for the obstacles that one has to overcome, yes, we are in agreement that if there is a point/reward for one's effort then that makes the entire difference between a solid game, and cheap shovelware…
It's easy to say it like that, but if it were really that simple, everyone would be making hits. Procedural generation and randomized loot are just tools. What makes a game engaging is the balance between reward and frustration, the coherence of the world, the progression mechanics, the player's experience… in short, thoughtful game design, not just randomness wrapped in a pretty setting. So, to agree with you, yes, but that's for all video games.

A purely random game without vision or meaning quickly becomes empty. What makes a roguelike or looter-shooter interesting isn't repetition, but how each run tells a slightly different story. Randomness is just the fuel—the engine is the design.
Post edited 4 hours ago by zoomzoomquoi
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DNMR2K5: What good is getting rewarded when you will lose it all in the next run?
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eric5h5: Because you have a better chance of beating the game? Also there's unlockable stuff.

It's pretty much playing a game with no resolution for the time that you've wasted…
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eric5h5: It does have an end, the same as other games like this such as Ziggurat 1 + 2, Immortal Redneck, etc. It has an infinite mode, in which case you see how far you get (also a common feature). Which you would play because it's fun. Why else would you play any game? I played a whole lot of Moria back in the day, and never managed to win. No regrets. How about multiplayer games, or single-player games with a skirmish vs AI mode, where you play matches over and over, and win or lose you start again from zero every time. You might as well ask what's the point of advancing in Civilization, when you're just going to start over with a settler and no technology.

Regardless, it's relatively rare for gamers to reach the end of games. It's far more important to be having fun than to get to the end. Not to mention that ultimately everything is a "waste of time," given that the universe itself will end one way or another.
That's exactly it. :)
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DNMR2K5: What good is getting rewarded when you will lose it all in the next run?
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eric5h5: Because you have a better chance of beating the game? Also there's unlockable stuff.
Then you won't really lose your rewards, would you? ;^)

But that does not mean that I agree with the lazy effort for a segment of games in this genre, though I am still biased, as we all are for things that we do or don't like, but nothing is written in stone, as that is how one remains ignorant, though I will never be a fan of losing hours of progress of lesser games from this genre…

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DNMR2K5: It's pretty much playing a game with no resolution for the time that you've wasted…
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eric5h5: It does have an end, the same as other games like this such as Ziggurat 1 + 2, Immortal Redneck, etc. It has an infinite mode, in which case you see how far you get (also a common feature). Which you would play because it's fun. Why else would you play any game? I played a whole lot of Moria back in the day, and never managed to win. No regrets. How about multiplayer games, or single-player games with a skirmish vs AI mode, where you play matches over and over, and win or lose you start again from zero every time. You might as well ask what's the point of advancing in Civilization, when you're just going to start over with a settler and no technology.
Thanks for the info, as specificity is king!

My statements are best served for the low-effort dreck, (That includes AAA titles as well) but yes, I have not played this game, so this is great info, as what good is an opinion if it's not been challenged, it's the main reason I express my opinions freely, how else can I learn different perspectives?

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eric5h5: Regardless, it's relatively rare for gamers to reach the end of games. It's far more important to be having fun than to get to the end. Not to mention that ultimately everything is a "waste of time," given that the universe itself will end one way or another.
Hence, my earlier statement that it's not a waste of time, if that's how you love to spend your time, and thanks for reminding me of Ziggurat 1 + 2, I have one, but not 2, which I'll have to pick up as I'm more of a game hobbyist/collector, but yes, if it's a question of not finishing a game, well, I'm a collector for a reason, but repetition for repetition's sake is still a cheap way out in my opinion…

The difference is that thanks to the feedback from those that have the game, that this game may be the exception, as I said, I don't have this game, that's why I am *also* speaking largely in general about the genre, so if I'm wrong about this particular game, then I'm wrong, I have no problem admitting that as that's the best way to learn going forward…

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zoomzoomquoi: The great, addictive games (Rogue, Hades, Dead Cells, Binding of Isaac…) have carefully balanced mechanics. The simple storyline works because the gameplay has a hidden depth.The best creators seek intrinsic motivation: the joy of discovery, improvement, and creating their own story. Not just the Pavlovian reflex of opening a treasure chest.
Indeed, as they stand far above the low-effort dreck, within this, genre, as I've said, I am not a fan of permadeath that wipes progress, and thanks to someone's earlier distinction between the subgenres, I now have a better understanding of what to accept, and what to watch out for.

Roguelike = no interest from me.
Roguelite = interest piqued.
Post edited 3 hours ago by DNMR2K5
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zoomzoomquoi: It's easy to say it like that, but if it were really that simple, everyone would be making hits. Procedural generation and randomized loot are just tools. What makes a game engaging is the balance between reward and frustration, the coherence of the world, the progression mechanics, the player's experience… in short, thoughtful game design, not just randomness wrapped in a pretty setting. So, to agree with you, yes, but that's for all video games.

A purely random game without vision or meaning quickly becomes empty. What makes a roguelike or looter-shooter interesting isn't repetition, but how each run tells a slightly different story. Randomness is just the fuel—the engine is the design.
Thanks for this info, yes, the overreliance of certain tools in lieu of gameplay is the cop-out that defines one's game as useless dreck!

However, the titles mentioned are good examples to search out, but I admit that I still bristle whenever I read about roguelike elements in genres that are not under the umbrella of the pure roguelike genre, as my own fear of permadeath is ever present…

As too many just slap a tool set on their game to cash in on the overwhelming popularity of this genre, as it is popular regardless of my opinion, as I have to defer to quantifiable facts surrounding the subject, it's mostly trepidation of the spectre of permadeath that influences my own biases however…
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zoomzoomquoi: It's easy to say it like that, but if it were really that simple, everyone would be making hits. Procedural generation and randomized loot are just tools. What makes a game engaging is the balance between reward and frustration, the coherence of the world, the progression mechanics, the player's experience… in short, thoughtful game design, not just randomness wrapped in a pretty setting. So, to agree with you, yes, but that's for all video games.

A purely random game without vision or meaning quickly becomes empty. What makes a roguelike or looter-shooter interesting isn't repetition, but how each run tells a slightly different story. Randomness is just the fuel—the engine is the design.
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DNMR2K5: Thanks for this info, yes, the overreliance of certain tools in lieu of gameplay is the cop-out that defines one's game as useless dreck!

However, the titles mentioned are good examples to search out, but I admit that I still bristle whenever I read about roguelike elements in genres that are not under the umbrella of the pure roguelike genre, as my own fear of permadeath is ever present…

As too many just slap a tool set on their game to cash in on the overwhelming popularity of this genre, as it is popular regardless of my opinion, as I have to defer to quantifiable facts surrounding the subject, it's mostly trepidation of the spectre of permadeath that influences my own biases however…
And I completely understand you too. :)
People keep arguing about rogue-like elements, and no one but me ever seems to bring up the more glaring issue (visually speaking): the perspective stretching that's quietly become the norm in most fist-person (and almost exclusively first-person) games over the last several years. It's gross and headache-inducing, and it's ruining first-person games for me. Even the Unity implementation of Daggerfall has this problem to some extent, seemingly regardless of FOV and other settings.