What's the point of permadeath games?

HOLY PEAK… It’s been 84 years since this shit updated…

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the point of =/= executed well

I think the actual reason is its a staple of arch and ragoozers games, they’ve used it a lot before even before any of the games were popular.

yeah, the difference with deepwoken is it requires some amount of thought, on all the games with that reputation you’ll notice the game handholds you or is incredibly easy, like blox fruits or sol’s rng. deepwoken, a game notorious for being incredibly difficult, is absolutely not like that.

imo deepwoken and rogue lineage are far from perfect examples of rogue-like games (especially rogue lineage) which seems to be a lot of what this thread is focused on

rogue-like games tend to have fairly short completion times (the longest you’ll see might be a few hours long) but make up for that with a colossal amount of replayability and being typically way more difficult than other games

new random generation each run, new enemies in each area, new unlocks/abilities you’ll find, overall build variety, numerous endings, etc.

the reason i said deepwoken and rogue lineage aren’t great examples of rogue-like games is different for both

rogue lineage is entirely focused on pvp. progression is almost entirely pvp, combat design is centered around pvp, the endgame is entirely pvp, etc. Rogue Lineage is the only prominent rogue-like game ANYWHERE that I can think of with such an emphasis on pvp, rogue lineage is a massive outlier in the genre

for deepwoken its much closer to other games in the genre but it has emphasis on both PVE and PVP (though imo that design is flawed), it also lacks quite a few core aspects of rogue-like games outside of roblox though replaces them with other unique stuff

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yes but this is a roblox discussion about roguelites its gonna turn into an argument about deepwoken

Incorrect, this is a topic asking what the point of permadeath is.
Permadeath has some correlations to roguelikes, but that would be like saying that eggs are cakes, which they aren’t. You do need eggs to make a cake, but eggs by themselves aren’t cakes.

yo thanks for saving me

that’s what you think

stack 5 omelettes on top of eachother

hive origin… save us…

I don’t mind permadeath as long as it’s not caused by another player cough cough voidwalkers sending me to the depths

I have good news for you on how voidwalkers work (simply don’t have a bounty on any factions :nod:) (the hundred legions and ministry do not have bounty boards)

yeah I know about that trick now but it was still really frustrating when I didn’t know it and I was still getting a hang of the ropes, I’m sure plenty of others have been in my shoes

yeah a lot of people complain about it but because all of the people with any power to change the game already know about the trick nothing happens :skull:

archmage has an idea to fix it though so we’ll see if that goes through

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a major difference between hours and games like deepwoken is that hours takes at most one hour ironically to actually manage a run (how do you even take an hour) while deepwoken files take at least a day to properly progress

And here’s the deal:
Hours has a clear-cut goal, while Deepwoken has none.
You lose, try again, but to what end?
In Hours, you do so to beat the final boss and unlock more characters&abilities. Meanwhile, in Deepwoken, your only goal is to make your character reach the maximum level, keep it alive for a bit, and then try again if you’ve failed. What’s the point? It’s not like Deepwoken is a sandbox game, so why should its goal be that there is no goal?

In short, Deepwoken is a sandbox PvP game that attempts to identify itself as both a roguelike and an RPG. There is nothing to strive for but PvP as PvE is but a step in upgrading your character’s ability to PvP, and in the end, the game itself stops being the game and only a path that has to be taken.
That is to say that permadeath shouldn’t be in a sandbox PvP game because it’s just a waste of time.

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i know a dude who can do it in 30 minutes somehow

not if you have my skill level (3 hour hours run)

people optimizing the shit out of an rpg such that they can speedrun too many files in a day are insane people. Ostracize them.

like 25 minutes max

I think in terms of quality, deepwoken is infinitely higher than your average simulator/RNG game.
In terms of game design, they’re equally shit for vastly different reasons.

Simulators and RNG games are self-explanatory.
Deepwoken is just disappointing to me.
They had all the foundation, resources, and talent to make something revolutionary and they waste it on keeping their stupid fake roguelike genre going to literally nobody’s benefit.

Deepwoken shoots itself in its own feet and makes itself actively less fun to play.
The roguelike mechanics were slapped on with no thought whatsoever on release, and its barely any better now.

Ruining your own otherwise amazing game with slop mechanics that do nothing for anybody is the absolute peak of shit game design… which is exactly why it succeeds here on roblox.
yipee, yay.

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i wanna correct this and say that deepwoken was going be a roguelike throughout the entire course of it’s development. From what devs and pre-release testers have said + what we’ve been shown, we also know the game was supposed to adhere way more to these mechanics than it does now (From what i remember, one of the earliest descriptions of deepwoken was a “permadeath survival game” probably in 2019-2020)

the issue is deepwoken has changed so much since then that it’s foundations have been diluted to the point they feel out of place. Deepwoken has changed so much that the game on release or even anytime in Verse 1, would be an entirely differenty game compared to now.

There’s a reason so many people ask for a separate Verse 1 legacy version of the game and this is why

tldr: its the other way around, the roguelike mechanics were the core of the game and now they feel entirely out of place thanks to all the changes done over time

The mechanics felt completely out of place on release.
If anything they’re better now since it actually has mechanics tied to it unlike before where it had literally nothing attached.

Don’t get me wrong, it was terrible the entire time and still is terrible, but an improvement is an improvement.

You cannot tell me a game is “designed around” a mechanic when that mechanic has literally nothing to do with the entire rest of the game.
Its like the people arguing that AO is “designed around” PvP.

Deepwoken’s gameplay wouldn’t collapse in on itself an die without permadeath.
AO’s wouldn’t either without PvP.

Roguelike mechanics were never core features, they just added them and said they were.

The law of every forum discussion turning into deepwoken holds true