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<section><span class="post-quote"><a class="post-backlink" href="#144">>>144</a></span>
01:25
A good example for this is the late TotalBiscuit. He made a genuine attempt to understand the genre that was clearly not aimed at him, and it left him frustrated and exasperated at the driving design choices within the genre.
Explorative design aimed at learning from mistakes where death doesn't immediately spell failure, but whether you learned something about how the game works, how interactions and synergies work, or gained familiarity and confidence in your ability, spells whether or not this run meant something or not [sic].
That's not something he could get behind, and yet he never really gave up on the genre either, continuing to play and cover games within it, and doing overly long videos rambling about his understanding of what makes games in that genre part of it.
I used to get very frustrated at this, but looking back on it, I think his attempts at understanding something that was clearly not for him is at least admirable, and certainly better than the behavior and attitudes of a lot of people who can't wrap their heads around something not having them as the audience that it's catering to, especially in his position where he got to play a lot of new, smaller releases with limited time for each one.
A good Rogue or Roguelite is a lot like a fighting game; it takes a long time before you get a good feeling for an engine or game system, and sometimes you can't really judge a game from your first few hours with it (yeah, I regret my early positivity on "Beyond Dead" [Aboveup's video series focusing on Roguelikes + Roguelites] with this one).
Sometimes the starting point of a game feels really well made and interesting make you [sic] want to dive deeper into it, only to find out that there isn't a deeper depth to the game. For a genre that needs a decent level of depth and understanding to really flourish, as that's what help staves the monotony of repeated runs, not having that only makes the game's experience a drag.
Some games hope to replace that depth - that learning curve - with an artificial one. Usually going for persistent stat upgrades, so it doesn't matter how good or bad you are. Your winning chances are largely built around how many hours you've previously spent grinding out money or experience to buy global base stat upgrades, as you can actually damanage enemies and survive attacks after grinding.
Some people prefer that, as the concept of actually having to improve and grow as a player through your own efforts by paying attention to what's happening, and learning to read direction [sic] of your run and make calls based on that, is too challenging and "cheap". That sense of constant internal progression is favored due to their own perceived lack of progression as a player.
When a genre already isn't for you and you're not in touch with the player-bases of these games, playing games all over the spectrum in quality and design philosophies is going to end up making you even more confused as to what the appeal of a genre is.
Like, if you don't like fighting games, and rarely communicate with anyone who DOES, and you have to randomly cover "Brutal: Paws of Fury", vanilla "Street Fighter 2", "Mortal Kombat 2", and then "Clay Fighter 63 1/3", you probably aren't going to come from this exepreince with an understanding of why people enjoy this genre, and you might start confusing the design choices of the BAD ones as part of the genre that has GOOD games in there, leading you to believe such stupid nonsense as "this game is good in spite of the genre's design being all over it".</section>