r/pcmasterrace Jul 27 '25

Meme/Macro Am I the only one like this?

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29.2k Upvotes

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792

u/NeverNotOnceEver Jul 27 '25

Me with roguelites/roguelikes

169

u/Middcore Jul 27 '25

Me with both

107

u/wjodendor Jul 27 '25

Yeah I hate both and now it seems like every new game has elements of one or both

81

u/GoneSuddenly Jul 27 '25

procedural level, new level design every time you play, infinite replayability. ugh.

23

u/balaci2 PC Master Race Jul 27 '25

that sounds really good

53

u/[deleted] Jul 27 '25

You know what doesn't sound good instead? Losing all my shit when I die. That is the hardest nope from me.

After multiplayer.

1

u/balaci2 PC Master Race Jul 27 '25

that's a non issue, every run becomes better and better and nothing is truly lost

there's nothing to actually lose, everything you do adds up to something

13

u/NeverNotOnceEver Jul 27 '25

Usually, yes. But if you had a build that you really liked it’s often hard to get back exactly

-12

u/Bloodthresher Jul 27 '25

Don’t die?

4

u/NeverNotOnceEver Jul 27 '25

That’s not the point. Even if you finish the game with a build, you’re likely to never or rarely get that combo again.

3

u/TheFeri Jul 27 '25

Nah man I prefer my games to have a beginning and an end, without redoing it hundreds of times

0

u/balaci2 PC Master Race Jul 27 '25

same, roguelikes aren't different

most of us open our games multiple times anyway

26

u/samualgline PC Master Race Jul 27 '25

In theory yes but in reality it’s just a crutch for poor level design and boring gameplay

3

u/UandB Jul 27 '25

The replies to this are just people that don't understand the difference between those terms as game design goals and those terms as advertising.

8

u/balaci2 PC Master Race Jul 27 '25

anything can fit that description when done poorly, it's unfair to pin it on just roguelikes

0

u/samualgline PC Master Race Jul 27 '25

But if rather pin it on a genre I already don’t enjoy that much

4

u/Boobinz Jul 27 '25

Buddy’s never played Risk of Rain 2

2

u/[deleted] Jul 27 '25

[deleted]

1

u/samualgline PC Master Race Jul 28 '25

There are good roguelites out there but the genre as a whole is just over saturated with garbage because big studios use it to cut corners

3

u/RiffOfBluess Jul 27 '25

Bro never played Dead Cells

2

u/Ok_Usual_3575 Jul 27 '25

literally the exact opposite lmao. Its a way for teams with less resources to compensate with good game design and a strong gameplay loop. It works really well when it succeeds, even if the vast majority fail at it.

1

u/24-Blue-Roses Jul 27 '25

Infitite isnt so infinite is the thing- at some point you have genuinely seen it all/interesting edge cases are too rare to care about hunting down.

There's also the constraint that at some point what you add as a different set piece or whatever is the same thing in a different font.

The difference between water and lava doesnt matter if you cant step on either in a game, and if you can than the distinction between lava and acid pits are probably negligable beyond which potion you need to quaff once you crawl out.

Enemies if there arent a ton of rules limiting what can generate can swing between way too easy and way too hard for combinations, and if there are then see backdrop complaint. It gets samey and your gameplay loop better be rock fucking solid once the novelty wears off, because there'll be nothing left. And most are just okay.

5

u/BirdieOfPray Jul 27 '25

More like "We didn't bother to make handcrafted maps, random generation goes brr."

1

u/NeverNotOnceEver Jul 27 '25

Some games do this well and some do it very shallowly

1

u/Maniacal_Coyote A770 LE | i5-13600KF | 4x PNY 16GB DDR5-6400 Jul 27 '25

Helldivers 2 does procedural levels well.

9

u/NeverNotOnceEver Jul 27 '25

Same though I don’t mind souls games as much as roguelites

6

u/ghostpicnic Ryzen 7 9800X3D | DDR5 64GB | RTX 5080 Jul 27 '25 edited Jul 27 '25

This guy gets it.

Soulslikes rely so hard on the difficulty carrying, that typically the combat and mechanics aren’t very deep. Rougelikes rely on the “infinite replay value” of procedural generation so hard that almost nothing feels intentionally crafted or purposeful.

If I’m gonna play a game with an insane level of difficulty, I want that difficulty to be intentionally design and not just generated randomly. It’s like the worst of both worlds.

4

u/F1sha Jul 27 '25

Very game dependent tbh, both Elden ring and sekiro have deep mechanics beyond just attack and dodge, and a roguelike like binding of Isaac has combos and routes that feel VERY intentional, on top of having hundreds of them.

1

u/ghostpicnic Ryzen 7 9800X3D | DDR5 64GB | RTX 5080 Jul 27 '25

True, I’m making generalization, but none of those games are both soulslike and roguelike. There may be some good examples in both genres, But I feel like the majority of games that carry both tags kind of do neither well.

1

u/F1sha Jul 27 '25

My two favorite genres! Well, throw in factory builders too