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  3. Meta progression in roguelites was fun for a while, but it's starting to feel unrewarding

Meta progression in roguelites was fun for a while, but it's starting to feel unrewarding

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  • G Grailly

    For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

    Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

    Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

    I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

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    jjjalljs@ttrpg.network
    wrote last edited by
    #22

    Yeah I don't really like the model where it starts basic and hard, and each failure makes it a little easier.

    Feels like it would be more interesting if you started with high stats, and each successful run you had to remove or lower something. Sure, you won with 200 health but can you win with 100? Hades kind of had this alongside the upgrades as you go.

    I didn't like dead cells or rogue legacy that much because it felt like I would've won if I had grinded more, and that's not what I want.

    I feel like games are usually a mix of execution challenges and numbers challenges. In a pure action game or other games without progression (eg: chess) you win or lose from your decisions and input. But in numbers games, you win or lose based on the stats. There's really no way cloud from the start of the original ff7 can defeat disc 3 bosses. The numbers just aren't there.

    Some rogue-lites feel like they're trying to be execution games but have a less clear numbers check on top. Doesn't always work for me.

    I do really like the traditional rogue like Crawl: Stone Soup, though. No meta game aside from the occasional player ghost.

    1 Reply Last reply
    5
    • P pipea@lemmy.world

      It was never "clever" or "keeping the game fresh", all I see this as is a crutch for badly designed gameplay. "Ok but the game gets fun as long as you play it THE WAY WE INTENDED" no I'm sorry if you're gonna keep the game's actually fun part behind a 30-hour time gate, I'm refunding that shit. There's been games that were fun, but I lost my safe file for and thus all the progression is reset and it's just not fun to grind anymore, I'll go play something that gives me the whole game that I paid for, right off the bat.

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      Rhynoplaz
      wrote last edited by
      #23

      That link to the different player types was very interesting. I'm somewhere between an Achiever and Explorer. Probably more explorer, but I am a sucker for hitting the next level, gear upgrade, etc.

      1 Reply Last reply
      0
      • C chunes@lemmy.world

        I have a very low opinion of "sidegrades." Games used to give you all their options up front.

        This overwhelming trend during the past 15, 20 years to trickle-feed the player unlocks does untold harm. For one, players are rarely ever talking about the same game because everyone is at different points in the progression. The actual game doesn't start until the final thing is unlocked and this is often a place that most players will never reach.

        Can't tell you how much advice I've read that goes something like "use X with Y" where at least one of those is locked behind 50 more hours of progression and my eyes once again roll all the way out of my head. As a developer, don't you want players to experiment with the things you put in the game?

        Can't tell you how refreshing it is to play a game like NetHack where I can install a fresh copy and not have to worry about managing my save files because everything that's in the game is... in the game. Also, a quick study can start winning games much sooner because their options aren't all gated behind arbitrary time sinks.

        But even just.. skin selection in multiplayer. Games used to give you ALL of them from the start and players could just, you know, pick the one they liked. This whole 'grind to show off how cool you are' is a dark pattern to coerce players to spend more time on the game than they want to.

        You know what this is, is developers are catering to diamonds and they forgot that some of us are spades.

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        Rhynoplaz
        wrote last edited by
        #24

        That link to the different player types was very interesting. I'm somewhere between an Achiever and Explorer. Probably more explorer, but I am a sucker for hitting the next level, gear upgrade, etc.

        1 Reply Last reply
        0
        • G Grailly

          For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

          Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

          Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

          I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

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          big_slap@lemmy.world
          wrote last edited by
          #25

          I feel like this is why I dropped playing many rogue-likes and am currently addicted to playing arc raiders, as you lose so many things if you die and have to self-evaluate every single time you don't get home.

          I have to get home and survive in order to actually grow my character positively, where dying punishes me for losing (almost) everything and gaining very little experience points to allocate to my characters permanent buffs.

          1 Reply Last reply
          0
          • G Grailly

            For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

            Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

            Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

            I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

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            spicytaint@lemmy.world
            wrote last edited by
            #26

            You could vary the genres you play more. I love Ball x Pit, but I don't play a lot of rouge-likes, so I'm not desensitized to the mechanics as much.

            1 Reply Last reply
            1
            • G Grailly

              For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

              Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

              Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

              I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

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              walnutlum@lemmy.ml
              wrote last edited by
              #27

              I think a good evolution of roguelite meta-progression is actually extraction mechanics.

              Like escape from duckov etc. is essentially a roguelite where you have to survive and extract with your meta items, which I think is better for keeping you on your toes and feels less "grindy" than traditional roguelite meta-currency.

              1 Reply Last reply
              0
              • B brownboy13@lemmy.world

                For me, intend to dislike pure roguelikes because of the lack of meta progression. I tend to get a limited amount of time to play, so I don't like games that require a time sink to get enjoyment. And as I get older I'm getting less 'gud' at games too. This is the reason I avoid almost all multiplayer, most grindy single player (ubisoft) and pretty much all soulslikes.

                I like the feedback loop of the game getting easier without me necessarily having to do the heavy lifting of getting better. And it doesn't have to be straight upgrades. Hades with its weapons is mostly sidegrades, and those are fun too.

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                Maestro
                wrote last edited by
                #28

                I agree. I couldn't finish Hollow Knight because my reaction times just aren't what they used to be. It sucked because otherwise I love that game. I haven't even attempted Silksong.

                1 Reply Last reply
                5
                • C chunes@lemmy.world

                  I have a very low opinion of "sidegrades." Games used to give you all their options up front.

                  This overwhelming trend during the past 15, 20 years to trickle-feed the player unlocks does untold harm. For one, players are rarely ever talking about the same game because everyone is at different points in the progression. The actual game doesn't start until the final thing is unlocked and this is often a place that most players will never reach.

                  Can't tell you how much advice I've read that goes something like "use X with Y" where at least one of those is locked behind 50 more hours of progression and my eyes once again roll all the way out of my head. As a developer, don't you want players to experiment with the things you put in the game?

                  Can't tell you how refreshing it is to play a game like NetHack where I can install a fresh copy and not have to worry about managing my save files because everything that's in the game is... in the game. Also, a quick study can start winning games much sooner because their options aren't all gated behind arbitrary time sinks.

                  But even just.. skin selection in multiplayer. Games used to give you ALL of them from the start and players could just, you know, pick the one they liked. This whole 'grind to show off how cool you are' is a dark pattern to coerce players to spend more time on the game than they want to.

                  You know what this is, is developers are catering to diamonds and they forgot that some of us are spades.

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                  bunnyboy@pawb.social
                  wrote last edited by
                  #29

                  I just wanted to say, very interesting article! Thanks for posting

                  1 Reply Last reply
                  0
                  • D dr_nik@lemmy.world

                    Ok, I'm intrigued. Any recommendations? I'd love to play ones where progression comes from learning about the game.

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                    supernovastar@lemmy.blahaj.zone
                    wrote last edited by
                    #30

                    One of my all time favorite games is Cultist Simulator, but I'll admit it's not for everyone. If you like puzzle type games and don't mind learning about the world by reading lots of little snippets of flavor text, it'll be right up your alley.

                    Also definitely check out Rogue (the og) and the first wave of games inspired by it. The meta-progression stuff is kind of a new wave thing.

                    As for newer games, Balatro is really popular right now if you're into more 'puzzle roguelikes'. Most of the things you unlock make the game harder rather than easier, or give you a different angle from which to play the game. There are a handful of things you have to unlock via meta-progression, but so far they seem pretty unintrusive.

                    1 Reply Last reply
                    0
                    • G Grailly

                      For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

                      Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

                      Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

                      I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

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                      K This user is from outside of this forum
                      katana314@lemmy.world
                      wrote last edited by
                      #31

                      Not much to add, but this was true from the beginning for me. I have "Roguelike" excluded from my Steam searches because around the time Hades got popular it was a source of so much slop where you'd spend most of your hours in the first two levels. Many of those games I hated were highly regarded.

                      1 Reply Last reply
                      5
                      • G Grailly

                        For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

                        Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

                        Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

                        I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

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                        tyrianmollusk@infosec.pub
                        wrote last edited by
                        #32

                        Metaprogression was always pretty unrewarding, dripping in upgrades and unlocks so you buy a game, but you don't get the game you bought until 10-100 hours of time invested playing a worse and/or more limited game. It's always been weird how so many people say they need progression to enjoy a game. Fun was always a better reason to play a game than progression. Fun is why better games have ways to rebalance to match the things progression adds along the way. It's just a shame people will basically scorn most games that don't offer some kind of cross-run progression nowadays, so devs are stuck doing something. Not just roguelites, either. Look at what's happened to Diablo-style ARPGs, where the addiction mechanics have pushed things to where people want seasonal resets so they can meaninglessly re-grind, because the fun has shifted to grinding loot (and trading), and the game doesn't matter once you have enough that loot isn't changing things for you. People don't even want significant gameplay, as it just slows the grind. Then the inevitable endpoint of unlock/progression based play is horde survivors, where the games have openly admitted the actual play isn't even the point anymore. It's just builds, unlocks, and grinds, watch it go.

                        But I never really got people acting like you can't tell how you're doing in a game as things shift, or they can't engage with systems because things get added, or a win doesn't feel like a win. It's not usually that hard to tell how you're playing or how stuff works. These things are rarely that unusual, and if winning on easy isn't good enough for you, look for the higher difficulty. If there's no option to adjust difficulty and give a good play experience, that's the problem, not the progression. Difficulty always needs options, and people should play at the level where the game feels good to them, not get stuck trying to prove something by defeating the game. Just like devs should not take a lazy, one-size-fits-all path, especially if that path means more experienced players only get a less interesting game.

                        Finally, contrasting "sideways" unlocks to power progression is often a deception. Many games with sideways unlocks gain a great deal of power/easing from adding options, synergies, and opportunities. Then people try to act like the experience is more pure than some other game where things get easier just from stats. Yeah, stat upgrades are obvious, but you didn't start in the same place as before when you've altered the game and drop pool to your advantage.

                        1 Reply Last reply
                        5
                        • G Grailly

                          For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

                          Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

                          Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

                          I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

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                          brsrklf@jlai.lu
                          wrote last edited by
                          #33

                          I like Shiren 6 (Serpentcoil Island)'s take on it. Shiren the Wanderer tends to be more roguelike than lite, but there's always been some meta progression.

                          In 6 instead of making you directly more powerful, it's mostly about unlocking new mechanics and alternate routes to choose from in new runs.

                          There is another bit of meta progression I am not much a fan of, and that's kind of inherited from older episodes, which is ways to save your items and retrieve them in next runs. But it was mostly the previous game Tower of Fortune which had this ultra easy and exploitable, kinda ruined the flow of the game for me.

                          1 Reply Last reply
                          0
                          • D dr_nik@lemmy.world

                            Got any recommendations for interesting procedurally generated games? I've hated them since the days of Hack// and Diablo 4.

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                            tyrianmollusk@infosec.pub
                            wrote last edited by
                            #34
                            • Sektori
                            • Cryptark
                            • Radio Free Europa
                            • Synthetik
                            • Brigador
                            • RAM: Random Access Mayhem
                            1 Reply Last reply
                            0
                            • G Grailly

                              For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

                              Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

                              Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

                              I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

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                              🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮
                              wrote last edited by
                              #35

                              The meta progression in Rogue was just learning all the tricks of the game. Like what all the various monsters could and would do, the writing system, ELEBETH, and just figuring out the deeper mechanics that aren't explicity explained to you.

                              1 Reply Last reply
                              1
                              • G Grailly

                                For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

                                Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

                                Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

                                I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

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                                stringere@sh.itjust.works
                                wrote last edited by
                                #36

                                Great post.

                                In addition to your points I would add a frustration of mine is having to fight the same bosses over and over again. Take Hades 2 as an example: you can choose one of two paths at the start of a run but will always have to fight the same boss fights. That sort of repetition in a roguelike is expected, I guess, but I just stopped playing the game because I didn't want to fight Scylla and Charybdis for the 1000th time just to get to the next boss for the 1000th time.

                                I suppose Dead Cells spoiled me a bit here: you had route choices and could skip boss fights if they weren't necessary for you current goals.

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                                • S stringere@sh.itjust.works

                                  Great post.

                                  In addition to your points I would add a frustration of mine is having to fight the same bosses over and over again. Take Hades 2 as an example: you can choose one of two paths at the start of a run but will always have to fight the same boss fights. That sort of repetition in a roguelike is expected, I guess, but I just stopped playing the game because I didn't want to fight Scylla and Charybdis for the 1000th time just to get to the next boss for the 1000th time.

                                  I suppose Dead Cells spoiled me a bit here: you had route choices and could skip boss fights if they weren't necessary for you current goals.

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                                  timecircleline@sh.itjust.works
                                  wrote last edited by
                                  #37

                                  You just made me appreciate Slay the Spire more with the boss choices for each act. I didn't realize until this comment how refreshing that is. Even Hades 1 had some variety in the first two boss fights (which fury was showing up, what kind of heads Lernie had.....)

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                                  • G Grailly

                                    For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

                                    Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

                                    Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

                                    I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

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                                    nibodhika@lemmy.world
                                    wrote last edited by
                                    #38

                                    While I understand what you're talking about, I would argue it's bad metaprogression that you dislike. I liked Rogue Legacy when I first played, but didn't enjoy the second one even though it's essentially the same. Let me give you an example of good metaprogression: Dead Cells.

                                    There's the metaprogression that allows you access to new areas and new mechanics, but that's fairly quick compared to the length of the rest of the progression, and I would argue it's not the sort of thing you're complaining about.

                                    What could be similar is the way you unlock equipment, although you don't become stronger with each run, you unlock more weapons. This gives you variety, but the vast majority of the progression happens in your head. If you have enough hours in Dead Cells and think the metaprogression is what made you so good at the game that you couldn't finish one level when you started and now you play for hours, do me a favor and start a new save. After being on the second cell I bought the game for a different platform, on my first run I got to the first cell.

                                    Which brings me to the second metaprogression in the game, cells. They make the game harder, not easier, and it's the way to progress, you have to purposefully make the game harder to progress. IMO this is how metaprogression is supposed to be done, you need to be better, and when you think you're good enough to beat the game it lets you know "you've only just started".

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                                    • stochastictrebuchetL stochastictrebuchet

                                      There’s a game where I could use some sort of meta progression (because I suck): Noita.

                                      I’ve never made it deeper than the first three levels. I probably never will. So much cool shit down there that I’ll never see

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                                      Goodeye8
                                      wrote last edited by
                                      #39

                                      The meta progression in Noita is so meta you don't even notice it. The meta progression is knowledge, the more you know the easier the game becomes. For example if you don't already know you don't need to collect hearts at the holy mountain. If you have full or near full health it's better to skip the heart, continue exploring and then come back to pick it up when you have low health, because it's also a full heal. More often than not I completely skip the first two hearts to see what the snowy depths have and then circle back to the mines to heal up on a second comedown.

                                      But the game is pretty unforgiving so I usually recommend new players pick up tinker with wands and health containers mods from the steam workshop. Honestly tinker with wands should be always active because that perk is downright the best perk in the game, not just because it makes early game easier but because it also reduces pointless backtracking to drag wands into the holy mountain (without triggering the collapse) just so you could make the wand you want. It's not "how the developer intended" but I consider both mods something of a QoL thing, because if you know what you're doing then from a certain point onward health becomes effectively irrelevant and eventually you're going to get the tinker with wands spell. Lack of healing and lack of tinker with wands only makes early game harder, late game you're going to have other problems.

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                                      • B brownboy13@lemmy.world

                                        For me, intend to dislike pure roguelikes because of the lack of meta progression. I tend to get a limited amount of time to play, so I don't like games that require a time sink to get enjoyment. And as I get older I'm getting less 'gud' at games too. This is the reason I avoid almost all multiplayer, most grindy single player (ubisoft) and pretty much all soulslikes.

                                        I like the feedback loop of the game getting easier without me necessarily having to do the heavy lifting of getting better. And it doesn't have to be straight upgrades. Hades with its weapons is mostly sidegrades, and those are fun too.

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                                        Sas
                                        wrote last edited by
                                        #40

                                        I feel especially Roguelites are bad for limited playtime because they are often designed around having to do the same-ish thing multiple times to get enough meta progression to be able to finish the game. Like the game has content for 2 hours but stretches it to 15 because you need meta progression.

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                                        • T timecircleline@sh.itjust.works

                                          You just made me appreciate Slay the Spire more with the boss choices for each act. I didn't realize until this comment how refreshing that is. Even Hades 1 had some variety in the first two boss fights (which fury was showing up, what kind of heads Lernie had.....)

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                                          rainwall
                                          wrote last edited by
                                          #41

                                          Hades 2 lets you amp up the difficulty to vary the bosses. By the 1000th attempt, you would likely be playing with them on their hardest and most intersting mode.

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