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  1. maiyannah (maiyannah)'s status on Wednesday, 28-Dec-2016 15:17:11 EST maiyannah maiyannah
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    • Katie
    @katiekats It is really, really hard to make a game that has natural difficulty that remains challenging without being intentionally obtuse.  It requires a lot of game design acumen that most game designers just don't have, so they take shortcuts.  A few shortcuts are to be expected - the mark of good design is knowing which corners to cut - but start cutting stuff…
    Wednesday, 28-Dec-2016 15:17:11 EST from community.highlandarrow.com permalink

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    1. maiyannah-20161228-ostatus-u6mu.html
    • maiyannah (maiyannah)'s status on Wednesday, 28-Dec-2016 15:11:04 EST maiyannah maiyannah
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      If a roguelike does not follow its own rules, it ceases to be a roguelike, that's the thing.  Roguelikes are difficult, but they are a high _natural_ difficulty.  They are a system, and the process of beating them is learning and adapting to the system.  In this way, it is logical deduction that is being tested. Not your luck with a pseudorandom number generator.…
      Wednesday, 28-Dec-2016 15:11:04 EST permalink

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      1. maiyannah-20161228-ostatus-9qs6.html
    • maiyannah (maiyannah)'s status on Wednesday, 28-Dec-2016 15:11:57 EST maiyannah maiyannah
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      FTL almost had it.  It made it to the very final boss fight before it fucked up.

      But man, it fucked it up.  Big time.  That final boss fight is 100% unfair.
      Wednesday, 28-Dec-2016 15:11:57 EST permalink
    • maiyannah (maiyannah)'s status on Wednesday, 28-Dec-2016 15:18:11 EST maiyannah maiyannah
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      • Katie
      @katiekats Im much more sensitive to artificial difficulty in Roguelikes or things trying to be roguelikes than elsewhere because it's the central locus of the genre - a game that has a really complex and intricate system to create high natural difficulty.
      Wednesday, 28-Dec-2016 15:18:11 EST permalink

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