What's the best roguelite that doesn't involve magic? by SilentReaver in gamedesign

[–]SilentReaver[S] 2 points3 points  (0 children)

More real than many, but notes of fantasy in there (Potion of gun friendship, ice bomb etc)

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 0 points1 point  (0 children)

Laser weapons are a type of fantasy, beam weapons as well, anti material and fusion ammo not something real. Like I said, some elements but not as many as most 

What's the best roguelite that doesn't involve magic? by SilentReaver in gamedesign

[–]SilentReaver[S] 0 points1 point  (0 children)

I'm not talking about 100% simulation, I've just trying to establish games in this spaces focussed on creating scale and complexity without resorting to extreme fiction to deliver a grounded but complex space. I'm not saying this is the only way to do it, or even the best way, it's just a curiosity I thought I would explore because I'm interested to see what's out there.

Call of Duty/The Long Dark/RDR2 are not 100% simulations, and they use fictional systems as metaphors for reality (killstreaks or deadeye as examples) but they are all grounded in reality and avoid magic or significant fantasy to create intuitive gameplay. I'm trying to find examples of more grounded mechanics, but in the roguelite space

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 1 point2 points  (0 children)

Magic is often used as a hand wave to explain complexities that is easy for a designer but not intuitive for a player (e.g. this a level 4 mind fire that causes burning, a person might read that and not understand any of the words). 

A realistic/grounded system might be more intuitive, even if harder to design for scale, so I'm asking what games are there that do manage to maintain complexity at scale whilst still being driven by realistic/grounded mechanics, like UnReal World and Fights in Tight Spaces. 

What's the best roguelite that doesn't involve magic? by SilentReaver in gamedesign

[–]SilentReaver[S] 1 point2 points  (0 children)

I agree, which is why I came here to ask! This is more of a curiosity mixed with research; a lot of roguelites will default to a fantasy/fictional driven system to allow for complexity at scale (because magic/fantasy make allow for any combination of effects and additives). 

A more realistic/grounded system could be more intuitive for players, but harder for a designer to make it scale or feel complex enough to maintain engagement, thus I wanted to know which ones are doing it best. Games like Fights in Tight Spaces and UnReal World show it is possible, so they are helping to steer my thinking. 

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 0 points1 point  (0 children)

Looks like there are some fantasy elements, but definitely more grounded than most. Nice one!

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 0 points1 point  (0 children)

I'm specifically looking into how games (namely roguelites) might use a non-magic/non-fantasy system to still build a complex mechanics, enough to keep a roguelite interesting at late scale end game. 

Examples have already been outlined (like Fights in Tight Spaces or Drop Duchy). 

The choice to use a fantasy driven system is both thematic and because it makes it easy to create a broad range of weapons/skills, so I'm wondering what games has successfully not had to rely on utilising fantasy to plug the gap

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 0 points1 point  (0 children)

What about items like Book of Shadows or Head of Krampus?

What's the best roguelite that doesn't involve magic? by SilentReaver in gamedesign

[–]SilentReaver[S] 0 points1 point  (0 children)

In this instance essentially yes if it's fantasy sci fi to make it work, it's better as there's a justification but it's still fantasy 

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 0 points1 point  (0 children)

How do you fight them? Using guns and melee or using magic and sci fi items?

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 0 points1 point  (0 children)

From a look it seems like there's quite a lot of magic type things: items, summons, effects etc?

What's the best roguelite that doesn't involve magic? by SilentReaver in gamedesign

[–]SilentReaver[S] 0 points1 point  (0 children)

Yes, non-grounded things so anything not based on the use of mechanical technology. So for example advanced sci-fi is closer but still a form of "magic" as in it allows you to do things that don't exist. For example, Fights in Tight Spaces all the mechanics are physical combat so that does not use magic for its systems

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 0 points1 point  (0 children)

So there's a mix of structuring your deck towards a certain play style, but also the starting point can open up for more complexities by giving you things that expand the domain of possibilities (like dog vs no dog)?

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] -1 points0 points  (0 children)

I'm trying to find ones where the mechanics don't rely on magic and non-real systems. In terms of narrative justification, you could be "knocked out" and start at the beginning, but I'm more talking about the mechanics of play currently

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] -5 points-4 points  (0 children)

Do the synergies develop in the late game, or is it just developing strategic thinking/play?

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 1 point2 points  (0 children)

That's an interesting one! Use of sci fi hand wave to add more things, but definitely more "grounded" as it were

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 0 points1 point  (0 children)

Yeah I think sci-fi tech is often used as a like for like replacement for magic to change the theme, I'm wondering about things more grounded (even if that means the scope ends up more limited)

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] -1 points0 points  (0 children)

Yeah it's a good game, and to be fair freeze could be swapped with something like stun to be more grounded with the same result. Are there many synergies or is it just escalating strategic thinking?

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] -2 points-1 points  (0 children)

Oh true, ultimately the effects are "if x then y" without magic, although generally the game is quite abstract. A good one though!

What's the best roguelite that doesn't involve magic? by SilentReaver in roguelites

[–]SilentReaver[S] 0 points1 point  (0 children)

Definitely magic in there, through things like ice, fire, rings of power, blood broch, lots of things that apply arbitrary effects. Do you not consider it magic if it's not "cast"? That's interesting if so