Why do so many Rougelites seem to love item bloat in service of actually engaging interesting fundamental gameplay?
I only play good games so I don't know the answer to that question.
>>729280268Randomness is inherent to roguelites and in order for randomness to not get repetitive there has to be a lot of variety. Binding of Isaac is peak in that regard.
>>729280268to get zoomers hooked on chasing the dragonoh wait wrong vicechasing the """god run""" as they say
>>729280268>so manythe sad thing is that none of them even manages to do item bloat right like Isaac because they half-ass it
>>729280268it's infinitely more interesting to get varied items from a massive pool and be forced to work with what you get than it is to pick 1 of 3 from a tiny pool and get funneled into samey feeling builds
>actually engaging interesting fundamental gameplaysuch as
>>729281718pushing bugs and robots around a little grid
>>729280550YOOP
>>729280268Because it's significantly easier to design items for their opportunity cost than it is to design them for creating new opportunities