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From: candycanearter07 <candycanearter07@candycanearter07.nomail.afraid>
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Re: What Have You Been Playing... IN FEBRUARY 2025?
Date: Thu, 6 Mar 2025 21:00:04 -0000 (UTC)
Organization: the-candyden-of-code
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Zaghadka <zaghadka@hotmail.com> wrote at 19:28 this Thursday (GMT):
> On Wed, 05 Mar 2025 10:55:43 -0500, in comp.sys.ibm.pc.games.action,
> Spalls Hurgenson wrote:
>
>>On Tue, 4 Mar 2025 17:57:14 -0800, Dimensional Traveler
>><dtravel@sonic.net> wrote:
>>
>>>The Planet Crafter.
>>>
>>>I've been playing this for a while. You are a prisoner dropped on an
>>>airless rock in space with minimal tools. Terraform it or die.
>>>
>>>Some call it a "cozy" game since in regular mode you can't actually die.
>>
>>I mean... if that's the definition of a cozy game then "Dark Souls" is
>>cozy. You can't die there either; you just respawn back at the last
>>firepit. ;-)
>>
>>But it got me to thinking... there really aren't MANY games left where
>>death has any lasting consequences. Long gone are the days when your
>>character would snuff it and you'd have to restart the level (or, if
>>the game was particularly malicious, the game entire!). Even the
>>meanest just let you reload a save-game (and most of those autosave
>>for you).
>>
> Now it's an *option* in some games like an "Ironman" mode. It never
> should have been the *default*.
>
> Excepting Nethack, of course. One save file, deleted on death. Level
> where you died is saved as "bones" to be randomly inserted into a future
> game. It's awfully nice to pick up an Ascension kit from a previous run
> and slay your own ghost. That's the way to do it! It's also fun to
> finally give that freaking gnome that spawned with a Wand of Death his
> comeuppance, since you might just remember how you died.
>
> Rogue Legacy does a good job with it too. A long lineage of genetically
> deficient ancestors gradually improving the family line.
>
> Some people truly enjoy the high stakes, but that's not a majority of
> players, so it shouldn't be by design.
>
> I most often see permadeath as an option in RPG games. Survival modes
> too. Weapon degradation is another thing that should always be optional.
>
> The point is to have fun. If something has the potential to not be fun,
> and removing it doesn't break the game, it should be optional.
I love, love, LOVE rougelikes that include things from your last runs
(tho the only thing i can think of is the deathcards from Inscryption)
but I just cannot understand Nethack.
--
user <candycane> is generated from /dev/urandom