Oregon Trail is not a Rougelike
Posted: Sun Sep 16, 2012 7:42 am
Finally managed to beat the game. RNG finally lined up for most encounters, all the right gear popped up at the right times, and most random events actually paid off. I finally realized this game has more in common with Oregon Trail than rougelikes. It has the "key features" of a rougelike, but it actually doesn't play like one.
Forget the wikipedia definition involving random levels, permadeath, and turn based stuff. Think about the gameplay. A "Rougelike" plays like the original game Rouge that spawned the genre, though the genre has grown more complex. FTL does not. It plays like Oregon Trail with some unit micro. No really, you are even LITERALLY forced on a trail through a series of RNG "AND EVERYBODY DIED" events. Any perceived free will or choice regarding the fixed trail is an illusion. The significant majority of the time you have no idea what to expect between location A&B and thus your choices are moot and most of the game could have been the same if there was no map of "choices" to choose from.
The most prominent thing shared between Oregon Trail and FTL are the encounter events well beyond player control, where the player can throw themselves at the mercy of the RNG. Oh sure, the player has some strategy with "Can I afford to risk health/crew for stuff?", but this choice is also largely an illusion. The grating issue in FTL is that you are pretty much required to take more risks unless you want to be woefully underpowered in just a few systems. You can play it safe when you really can't risk it but if you keep severely reducing your income/gear-chances you can't stand up to regular encounters, let alone any significant encounters, and then you've lost. It's too damned common to get into the game... and stuff simply never appears. Then you shortly and inevitably die from continued RNG exposure as it suddenly pulls a game ending unwinnable situation.This game has all the joys of a slot machine. The sheer amount of dice rolling to keep from losing the game is generally beyond player strategy, and is just artificial difficulty.
In a Rougelike I can see situations ahead of time, evaluate exactly what I'd be up against, and freely engage when I desire. FTL only has these in the most technical manner. You can get long range scanners or on very rare occasion a system map, but you still have no idea exactly what is there. You can technically avoid a ship, hit up a store, repair, then engage the ship encounter, but that is assuming the RNG lined up to give you all these things. It effectively never does. It's impossible to know any exact information about encounters until you've already lost half your health waiting for the FTL to recharge. Generally in a Rougelike I can see a Frost Dragon across a room when I have a weakness to cold and mostly deal cold damage, I can say "Fuck that", leave, and re-engage at my discretion. FTL just simply is not that flexible.
There are few effective strategies to be had, and combined with them being so effective it almost feels exploit-ish. It's too short and too sparse of content. In comparison to any decent Rougelike, it should be considerably longer, be much more free-roaming, have nearly infinite equipment with RNG attributes/stats, and have many more strategic special abilities and systems. The severe lack this content really detracts from this being any kind of decent Rougelike.
There will be adamant people that disagree with all this for whatever reasons. However, NOTHING will pry from my mind the UrQuan2 Rougelike that could have been.
Forget the wikipedia definition involving random levels, permadeath, and turn based stuff. Think about the gameplay. A "Rougelike" plays like the original game Rouge that spawned the genre, though the genre has grown more complex. FTL does not. It plays like Oregon Trail with some unit micro. No really, you are even LITERALLY forced on a trail through a series of RNG "AND EVERYBODY DIED" events. Any perceived free will or choice regarding the fixed trail is an illusion. The significant majority of the time you have no idea what to expect between location A&B and thus your choices are moot and most of the game could have been the same if there was no map of "choices" to choose from.
The most prominent thing shared between Oregon Trail and FTL are the encounter events well beyond player control, where the player can throw themselves at the mercy of the RNG. Oh sure, the player has some strategy with "Can I afford to risk health/crew for stuff?", but this choice is also largely an illusion. The grating issue in FTL is that you are pretty much required to take more risks unless you want to be woefully underpowered in just a few systems. You can play it safe when you really can't risk it but if you keep severely reducing your income/gear-chances you can't stand up to regular encounters, let alone any significant encounters, and then you've lost. It's too damned common to get into the game... and stuff simply never appears. Then you shortly and inevitably die from continued RNG exposure as it suddenly pulls a game ending unwinnable situation.This game has all the joys of a slot machine. The sheer amount of dice rolling to keep from losing the game is generally beyond player strategy, and is just artificial difficulty.
In a Rougelike I can see situations ahead of time, evaluate exactly what I'd be up against, and freely engage when I desire. FTL only has these in the most technical manner. You can get long range scanners or on very rare occasion a system map, but you still have no idea exactly what is there. You can technically avoid a ship, hit up a store, repair, then engage the ship encounter, but that is assuming the RNG lined up to give you all these things. It effectively never does. It's impossible to know any exact information about encounters until you've already lost half your health waiting for the FTL to recharge. Generally in a Rougelike I can see a Frost Dragon across a room when I have a weakness to cold and mostly deal cold damage, I can say "Fuck that", leave, and re-engage at my discretion. FTL just simply is not that flexible.
There are few effective strategies to be had, and combined with them being so effective it almost feels exploit-ish. It's too short and too sparse of content. In comparison to any decent Rougelike, it should be considerably longer, be much more free-roaming, have nearly infinite equipment with RNG attributes/stats, and have many more strategic special abilities and systems. The severe lack this content really detracts from this being any kind of decent Rougelike.
There will be adamant people that disagree with all this for whatever reasons. However, NOTHING will pry from my mind the UrQuan2 Rougelike that could have been.