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?

  • Timecircleline@sh.itjust.works
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    16 hours ago

    You just made me appreciate Slay the Spire more with the boss choices for each act. I didn’t realize until this comment how refreshing that is. Even Hades 1 had some variety in the first two boss fights (which fury was showing up, what kind of heads Lernie had…)

    • rainwall@piefed.social
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      8 hours ago

      Hades 2 lets you amp up the difficulty to vary the bosses. By the 1000th attempt, you would likely be playing with them on their hardest and most intersting mode.

      • Timecircleline@sh.itjust.works
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        2 hours ago

        But Scylla and the Sirens featuring Charybdis doesn’t feel as different to me as say the Collector vs the Champ. I like the randomness and didn’t realize until this comment- though you could argue the music for the Scylla fight is random at least!