Re: No endless game afer boss battle?
Posted: Sat Sep 08, 2012 8:02 pm
I support the decision of no endless game after defeating the boss.
I've played enough endless modes in previous games to have learned that, if there was an endless mode in FTL, eventually you'd get the very best parts for your ship, and then spend some time plowing through content ad nauseum. Even if the challenge ramps up to the point where death is inevitable, after you've done this once, why should you care about doing another run just to get the same ship you got bored of before? A high score isn't enough.
Far better to cut things off nice and clean, post up the results of the last run, and entice the player to start anew, from square one, a base in which there's plenty of content balanced to support. The enticing thing about this is, due to the randomness of the scenario generated, there's always a potential your next run will be better than the one before. This is further enriched by the idea of having new hull styles to play with and unlocks to pursue.
So, contrary to what you'd think at first (endless mode = more time = greater longevity), this lack of endless mode actually significantly improves FTL's long-term appeal over having an endless mode.
That said, it's not that an endless game is an impossibility or a terribad idea, but it needs a proper treatment to do right. From what I've seen of FTL, a lot of the game's existing encounters and mechanics are balanced with a definitive end in mind, so new ones would need to be introduced to keep things interesting over the long haul.
An everlasting gobstopper of "endless" mode is actually a bit of a challenge in game design. For example, most MMORPGs are designed with endless gameplay in mind, and the result is inevitable burnout unless there's something to keep you coming back.
I've played enough endless modes in previous games to have learned that, if there was an endless mode in FTL, eventually you'd get the very best parts for your ship, and then spend some time plowing through content ad nauseum. Even if the challenge ramps up to the point where death is inevitable, after you've done this once, why should you care about doing another run just to get the same ship you got bored of before? A high score isn't enough.
Far better to cut things off nice and clean, post up the results of the last run, and entice the player to start anew, from square one, a base in which there's plenty of content balanced to support. The enticing thing about this is, due to the randomness of the scenario generated, there's always a potential your next run will be better than the one before. This is further enriched by the idea of having new hull styles to play with and unlocks to pursue.
So, contrary to what you'd think at first (endless mode = more time = greater longevity), this lack of endless mode actually significantly improves FTL's long-term appeal over having an endless mode.
That said, it's not that an endless game is an impossibility or a terribad idea, but it needs a proper treatment to do right. From what I've seen of FTL, a lot of the game's existing encounters and mechanics are balanced with a definitive end in mind, so new ones would need to be introduced to keep things interesting over the long haul.
An everlasting gobstopper of "endless" mode is actually a bit of a challenge in game design. For example, most MMORPGs are designed with endless gameplay in mind, and the result is inevitable burnout unless there's something to keep you coming back.