For me, if I ever hear "card-based" or "soulslike" I have absolutely no desire to play a game, no matter how many people reccomend it.

I'm also not a huge fan of modern "roguelikes" but I've sunk days into nethack and games like that.

  • WittyProfileName2 [she/her]
    ·
    5 months ago

    "Procedural generation"

    Gaze upon my vast array of extremely similar structures/landscapes, this totally won't turn exploring the world into a boring chore.

    • idkmybffjoeysteel [he/him]
      ·
      5 months ago

      The flipside to this is emergent storytelling. Put that as a descriptor together with proc gen and I am sold.

      • Moonguide@lemmy.ml
        ·
        5 months ago

        Have you played Shadows of Doubt? It generates a random city full of NPCs that have jobs, acquaintances, and a home (if they aren't homeless). Then the game picks one and forces them to murder someone else. You're tasked with finding who did it and how, and along the way emergent storytelling happens with what you discover and what you had to do to get the evidence and the culprit.

        Played it when it first launched and it was really, really good, if a bit buggy and unoptimised. Content releases leave something to be desired imo, from what I have seen. Haven't played it again since release.

    • roux [he/him, comrade/them]
      cake
      ·
      5 months ago

      Procgen was fine for the most part until people started using "chunks" to basically just recreate very similar maps with just repeating sections from other maps.