this post was submitted on 13 Aug 2024
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Generally agree that we’re rapidly approaching peak graphics and we’ll see a shift from graphics processing dick measuring contests to user-experience focused development.
I’ll say that roguelikes/roguelites as a genre would fit well into that new paradigm. Procedurally generated levels and emphasis on unique stat builds per run offer huge efficiency/return value. Only issue is roguelikes are rather constrained in terms of storytelling because there needs to be some plot device that rationalizes infinite runs so you can’t have an absolute ending.
For a not-traditional video game option, and was brought up here recently, variant sudoku. Historically not strictly a video game, but the advent of the fog ruleset has moved it into that realm of “not possible with pencil and paper.” Highly customizable, super low resource dependency, big community development angle, nerdy in the true sense instead of media consumption/brand identity “nerdy.”
Even Hades' solution to that issue was kind of hamfisted tbh
Time to show my partner varient sudoku, legitimately the best Sudoku player I have ever seen