Remember when losing your last life meant you had to start the WHOLE game again?

Remember when losing your last life meant you had to start the WHOLE game again?

Back then it was never normal that you win. Winning was something special and it required real effort, also you had something to lose by losing a life. It was far more dramatic and realistic that way.

Millenialfags will never know that feel

but roguelikes are pretty popular right now, user

Remember when making sauces required you to smash things in a mortar for an hour?

Remember when buying stuff required you to go to the market next town, ~10 miles away, by foot?

Remember when bananas used to be small and filled with seeds?

Millenialfags will never know that feel!

BANANA

"roguelite" is what's popular. A genre that sprouted up around liking the idea of roguelike permadeath but not wanting to punish the player for dying by making them start from scratch, and instead just returning them to the start of the game but with some kind of bonus.

>realistic
Fuck are you talking about? It's not realistic at all to have more than 1 life.

>realistic

It's a videogame you turboautist

Not really. Games like FTL, Binding of Isaac, Spelunky don't get any easier by dying and restarting.

But why am I replying to a bait thread, anyway

I like how FTL does it, wherein you get to unlock new ships from your progress, which have their drawbacks but also plenty of benefits.

How often have people almost died but a miracle saved them? Maybe it has happened to you too but you just don't know it.

It is realistic if you don't take it literally like an autist, but just metaphorically. So having 3 lives means that you will have 3 times incredible luck and not die despite all odds.

From the perspective of the video game character he never see his death and then get teleported back. From his perspective he dies only ONCE, when the Game Over screen appears or not at all. All the other instances is just you seeing behind the fabric of reality like some kind of ultradimensional being and seeing these quantum possibilities where he DID die but only you saw it and he didn't.

Picture not related, right?
IWBTG had save points

Yeah this is definitely something that changed. Even without the total restart it was still not guaranteed that you would actually end up beating every game you ever got. Nowadays you absolutely will. Unless it's a game that has no ending like crafting survival procedurally generated games.
The "roguelikes" of today are still designed in a way that you will eventually be able to beat them through things like unlockable item spawns and such.

in FTL, as you progress you unlock new ships and ship configurations.
in Binding of Issac, you unlock new characters, items, and alternative floors.
IDK about Spelunky because I've never actually played it.

Saying "bonuses" was incorrect, I really should have said "permadeath but with a progression system". You finish the game or die, and after the game is over you have some new things available to you for your next runs. In contrast with a proper roguelike that just strips away everything you had and you're starting again from the start.

There's no reason why modern games shouldn't have quicksave features. The only reason this kind of mechanic ever existed was to milk quarters from arcade players.
>b-but quicksaves would ruin ____!
Then show some restraint and don't use them, you weak-willed sissy.

It does have a mode without saves, to be fair.

>it's another millenial doesn't know what a millenial is and gets mad at gen z while thinking they're millenials episode
Reruns.

>b-but don't use them

That line of logic is faulty because you'd be building the game around them. Take that out and the game won't play the game. You're asking me to gimp myself because you can't make a good game.

>gamedev just builds the game around not having them, then adds them after the fact

Look at that, your argument fell apart.

>gamedev just builds the game around not having them, then adds a feature that doesn't work with the game at all

So the game is trash and the dev has no idea how bad it is to implement features into a game without thoroughly integrating them into the game itself. no wonder he likes quick saving.

>has to interpret it metaphorically with crazy autistic headcanon where reality goes backwards but somehow this is related to luck for it to make sense and calls the other guy an autist
k e k

How do you define "millennial" and "gen z"?

>demographers and researchers typically use the early 1980s as starting birth years and the mid-1990s to early 2000s as ending birth years.

>inb4 wikipedia
Give me a better source

i remember beating tmnt on the nes for the first time at around age 13 after playing it for 5 or so years. that was nice.
also remember the first time i beat contra but that didn't feel as monumental.
still havn't been able to get past the 4th or 5th level in super smash tv despite playing it occasionally for 25 years.