Maybe a controversial take but I believe sacrificing randomness for linearizing the story is precisely the tradeoff that hurts Hades in the long run. When you have 4 biomes that repeat rooms among themselves, combined with boon system essentially locking you into boon pools makes a lot of the runs feel samey. Designwise I appreciate how dynamically the world reacts to your run but when the gameplay feels repetitive, the game essentially turns into a vn with extra steps. ( To be fair this is a problem I started to have around 60~ hours so still a lot of variety before you hit a wall)
On the other hand, the reliance on procedural generation is why I find the vast majority of roguelikes to be incredibly repetitive. It's like shuffling a deck of playing cards. There's effectively a limitless number of possible sequences, but most of the time, the difference between any given sequence is trivial.
Maybe a controversial take but I believe sacrificing randomness for linearizing the story is precisely the tradeoff that hurts Hades in the long run. When you have 4 biomes that repeat rooms among themselves, combined with boon system essentially locking you into boon pools makes a lot of the runs feel samey. Designwise I appreciate how dynamically the world reacts to your run but when the gameplay feels repetitive, the game essentially turns into a vn with extra steps. ( To be fair this is a problem I started to have around 60~ hours so still a lot of variety before you hit a wall)
Totally agree.
said it better than I could
On the other hand, the reliance on procedural generation is why I find the vast majority of roguelikes to be incredibly repetitive. It's like shuffling a deck of playing cards. There's effectively a limitless number of possible sequences, but most of the time, the difference between any given sequence is trivial.
@@TMThesaurus very true