Here's a #gameDesign thought: a #roguelike (run-based game with no meta power progression) emphasizes the competence gain of the player, while a #roguelite (run-based game with meta power progression) emphasizes the competence gain of the avatar.
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More context below! 👇
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Research based on self-determination theory has previously linked our innate need for competence to the "fun" of playing games.
Here's an article from back in the day (based on the work of @richardmryan3, @csrigby, @ShuhBillSkee): gamedeveloper.com/design/why-do-…
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Both roguelikes and roguelites usually focus on competence as a key motivator. They're supposed to be difficult, you're supposed to "get better" and overcome their challenges. The question is whether "better" relates to player skill and learning or virtual avatar power gain.
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Example: Spelunky is a roguelike by this definition. You rely on your knowledge and dexterity as a player. You don't gain power between runs.
Rogue Legacy has a wide variety of bonuses and stat boosts though, thereby emphasizing the avatar's competence over the player's.
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Side note: As most things in game design this isn't binary but a spectrum. There are games with power progression that still take skill to master, and games without it that are too easy to inspire much learning. The differentiation here focuses on what the design emphasizes.
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Another side note: The focus on virtual competence is something roguelites share with many AAA ("press a button to cause a very competent-looking spectacle") and F2P titles (like Candy Crush calling you "DIVINE!" every 10 seconds for combos you had little influence on).
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All of this is not to say one is better than the other. As @KirbyKid noted way back, real learning in games takes effort:
Whether you're willing or able to invest that effort depends on messy real-life circumstances. It might even change day-to-day. critical-gaming.com/blog/2012/4/4/…
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That said, the design of each game we play leaves us with certain messages beyond its mere content. See @ibogost's "procedural rhetoric". We should care about these messages and ask ourselves what they are and whether we're okay with them.
See also: fischerdesign.medium.com/when-games-ido…
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In the end it's about preference and daily mood. Sometimes you want to be a hero, other times you prefer helping a virtual hero succeed. Just be aware the latter may tickle your competence desire, but it's really more a (often just as necessary) way to shut down and relax.
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Thank you for reading! I hope you took something of value away from this thread or at least got some of your game design thinking wheels turned a little.
P.S.: Also check out this very relevant @gamemakerstk video:
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