For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It’s really hard to say. How do you improve if you don’t know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn’t a great feeling. And then, when I succeed, it doesn’t feel rewarding because I know I only succeeded because of the meta progression.

Having this meta progression as a crutch also stops you from engaging deeply with a game’s mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I’ve recently had this problem with Ball x Pit, for example. I didn’t engage with any of the stats because they all changed so fast that I didn’t see the point.

I’m mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?

  • cRazi_man@europe.pub
    link
    fedilink
    English
    arrow-up
    10
    ·
    7 hours ago

    I’m a huge fan of rogue-lites. I don’t think I’ve come across any meta-progression mechanic that has bothered me as much as you say.

    Hades was probably the most jarring example for me. Mirror upgrades made the game significantly easier and there was little chance of a beginner rogue-lite player managing to complete a run without these. Then by the time the mirror upgrades were unlocked then it felt like I needed to rapidly turn up the “heat” to keep the game challenging at all. I can see why they’ve made such a drastic difficulty curve because they’re appealing to a wider audience than normal rogue-lite audiences (Binding of Isaac audiences would never tolerate such hand holding). I’m still fine with that.

    I’ve got a bigger problem with abilities/items being locked behind impossible difficulty. Some items I will never unlock in Dead Cells, because I will never be able to do 5BC (got to 4BC max). Same with Enter the Gungeon and beating the final final boss and extra bosses. In those cases I wonder why the devs have made aspects of the game that the majority of the population will never get to engage with. I just download a 100% completed save file when I’ve made all the progress I could have. I think we should be given the option to access all unlocks after 100 or 150 hours of gameplay or some such option.

    Overall, I’ve got no problem with the inclusion of meta-progression (or not). If they implement it well and make a fun game, that’s all that matters to me.

    • stochastictrebuchet@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      4
      ·
      6 hours ago

      There’s a game where I could use some sort of meta progression (because I suck): Noita.

      I’ve never made it deeper than the first three levels. I probably never will. So much cool shit down there that I’ll never see