| ▲ | setr 2 hours ago | |
The problem is setups like in slay the spire, if we imagine there was no path selection, you can run into scenarios that are functionally unwinnable (I recall someone finding a seed in StS that was literally unwinnable, but ignoring that). Eg Act1 elites that counter your build, but too early for you to consistently have secondary options/workarounds. Obviously people have high consistent wins in StS1/2 so it’s not like they’re guaranteed unwinnable, but for the average human (mostly just boils down to “path to do act1 elites until after you probably have a counter to all of them) Your options are: 1. All scenarios are easy enough that you can get away with just about anything sensible 2. You don’t have any counter mechanics, which is basically the same as 1, and is difficult to do anything interesting with 3. You announce up-front what you’re going to deal with, so the onus is now on the player to find a solution in the meantime 4. You give the player a NOPE utility In a roguelike, I think 4 is the better design, but 3 is also reasonable. 1 & 2 just makes things less interesting. | ||