FTL has one Annoying Flaw

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Wednesday, September 19, 2012

 

FTL is inspired by roguelike games, but is it a good roguelike game?

 

I consider myself a hesitant fan of roguelike games.  There are elements I enjoy about them, like the random events and layout of dungeons to make each campaign unique; but then there are elements I loathe like the difficult learning curve associated to them, usually with learning numerous keys that would be at home to an Ultima game.  The new Indie game FTL: Faster Than Light is inspired by roguelike games, but I think it is forgetting a key lesson about this genre: Patience.

 

One of my first introductions to roguelike games wasShiren the Wanderer on the Super NES, developed by Chunsoft (who also worked on the Pokemon Mystery Dungeon games).  It was a frustrating experience for me.  I hated the permanent death system and how I would lose my XP level when I return back to town.  I would try rushing through the game in my first session, and only get so far due to my luck in the game.

 

Several years later I picked up Shiren the Wanderer for the Nintendo DS and I changed my tactic.  Instead of rushing through the game, I took my time gathering resources in the first few floors between the first and second town.  I upgraded a nice sword and shield and only ventured forth to finish some quests.  I enjoyed this experience with Shiren the Wanderer as it taught me that 'grinding', which we often associate with a derogative term in video games, can be a necessary feature to make a difficult game easy for anyone that has patience.

 

After a few hours I felt like this component was missing in FTL.  I understand that the 'sectors' are your dungeon levels and 'beacons' are your rooms.  I even understand that it has a permanent death system, similar to what Shiren the Wanderer has.

 

But I believe the always moving fleet of the Rebel forces in FTL conflicts with other roguelike game's philosophy.  I'm aware that I need scrap, missiles and drone parts to survive.  However moving from each beacon that isn't in a nebula increases the chance of the rebel fleet getting me, which makes me feel like I must rush to potential mistakes.

 

There are elements of FTL I enjoy.  I really like developing my ship and hopping around to beacons for the next random event.  However I believe what makes roguelike games like Shiren the Wanderer or The Binding of Isaac work is they give you time to develop your character build.  Which helps a lot when the troll engine in these games throw a frustrating challenge at you.

 

I don't see this in FTL after a few hours, which makes the game slowly grow to an annoyance for me.

 
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