Re: Losing the game should happen faster
Posted: Thu Sep 20, 2012 9:59 pm
Think about it this way. If FTL is based on a random Star Trek episode where everything some how goes right, despite a few minor hiccups, there are a million other parallel universes where the scenario was impossible and the bad guys win. FTL is like trying each of those universes randomly and gaining the skills to maximize your chances of winning in those rare times that the odds of winning rise above 0%. That doesn't bother me as long as I'm having fun.
Roguelikes, especially brutal ones like FTL, are not for people who expect to always win for their hard work. To me, it's about crafting a narrative, carved from a ball of digital wax, and win or lose, doing your best. Winning? Eh, I'm hopelessly addicted and I haven't reached the final sector yet. I'm just having fun with this. I'll get around to winning when I'm ready and lucky.
This game has that in common with ambitious, emergent gameplay games like Minecraft. Just playing the game, a dramatic narrative emerges.
Roguelikes, especially brutal ones like FTL, are not for people who expect to always win for their hard work. To me, it's about crafting a narrative, carved from a ball of digital wax, and win or lose, doing your best. Winning? Eh, I'm hopelessly addicted and I haven't reached the final sector yet. I'm just having fun with this. I'll get around to winning when I'm ready and lucky.
This game has that in common with ambitious, emergent gameplay games like Minecraft. Just playing the game, a dramatic narrative emerges.