this post was submitted on 08 Jul 2025
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Patient Gamers

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[–] SteveNashFan@lemmy.world 7 points 4 days ago (5 children)

It puts all the weight of the game being fun on the gameplay mechanics/loop. For number-crunching genres like roguelikes it works. If a Zelda game did it, it would suck. I put a couple hundred hours in Deep Rock Galactic, so I believe it can work under the right circumstances.

[–] e0qdk@reddthat.com 6 points 4 days ago (3 children)

If a Zelda game did it, it would suck.

While I don't find the idea particularly appealing personally, there are modified versions of Zelda games that randomize various aspects of the game (like what items are in which chests) and apparently a decent number of people do actually enjoy playing them. (Usually not on a first playthrough though!)

[–] SteveNashFan@lemmy.world 3 points 4 days ago (1 children)

Ah, I've fallen for the classic blunder :)

[–] discostjohn@programming.dev 3 points 4 days ago

To be fair, I think you hit the nail on the head regarding what works and what doesn't. I guess it's possible for every situation to have some edge cases, though

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