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non-roguelike rpg games with lasting consequences
non-roguelike rpg games with lasting consequences
Which RPGs make you deal with the consequences of your actions rather than let you reload? No roguelikes.
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rusty_shackleford
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Soulslikes should have this easily, but most of them just copy the combat from dork souls and call it a day without taking anything else. So, I'll go with MMORPGs due to inherently not having the concept of reloading a save. A lot of newer ones tend to allow people to easily undo their choices, unfortunately.rusty_shackleford wrote: ↑ March 30th, 2023, 21:12https://www.gamesindustry.biz/dont-call ... -rogue-devWhiteShark wrote: ↑ March 30th, 2023, 17:24Unconventional Opionion: Roguelikes are the truest form of RPG. No other subtype of RPG so well integrates the simulationist nature of RPGs with the resource scarcity and consequences necessary for a proper game.
(These guys are the original creators of Rogue for the unaware)
What's missing from RPGs is consequence persistence.When people talk about permadeath, they talk about us three being mean. 'Oh, they wanted to make it extra hard, so they threw in permadeath.' … permadeath is an example of 'consequence persistence.' … Do I read this scroll, do I drink this potion? I don't know. It might be good. It might be bad. If I can save the game and then drink the potion and—oh, it's bad-then I restore the game and I don't drink the potion. That entire game mechanic just completely goes away. So that was a whole reason why once you have taken an action and a consequence has happened, there's no way to go back and undo it.
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The good stuff is just as permanent as the bad stuff.
A good example of one that doesn't is Project Gorgon. My dood is a werewolf and forced into wolf form anytime it's a full moon irl, meaning he can't interact with most friendly NPCs — there's no way to undo this, he's permanently a werewolf. Ultima Online probably fits here heavily, Everquest, and so forth.
Last edited by rusty_shackleford on October 3rd, 2025, 20:09, edited 1 time in total.
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Yeah MMOs and Soulslikes tend to have this to some extent. When death just leads to a respawn like in later Souls games it's not that interesting. Demon's Souls had a world tendency system that changed NPC placements and access to areas if you died in human form or beat bosses.
Death causes aging in Demise. If you teleport into a rock tile, you have to go near where the character got rocked with another character and pull his corpse out with a special item, which can be very difficult if you got rocked deep in the dungeon with enemies too powerful for the rescuing character.
Death causes aging in Demise. If you teleport into a rock tile, you have to go near where the character got rocked with another character and pull his corpse out with a special item, which can be very difficult if you got rocked deep in the dungeon with enemies too powerful for the rescuing character.
