Monday, July 15, 2019

Prey: Mooncrash

Metaprogression has become increasingly more common in new games with roguelike elements. I reckon that's because people simply hate permadeath so much. Even with procedurally generated content (which in theory is what makes permadeath to have more value than merely being a punishing difficulty), the thought of losing everything upon death really puts them off. Thus permadeath games that move forward even with botched runs seem to sell better.