Hmm, that is an interesting point, because I do also prefer roguelike videogames to RPGs. They compress the whole character development down into a much shorter timeframe.
And while it’s still a factor that it’s just your stats growing vs. your enemies’ stats growing, you do have a pretty clear goal to reach.
You also most definitely have no plot armor either, as a single death is the end of that story. And the randomization of the levels certainly adds to that, too, as I can’t get the feeling that I should be able to manage anything the game throws at me.
My favorite roguelike !dcss@lemmy.ml has these historic quotes on items and spells. And the Swiftness spell has verbatim this text as its quote:
…which is the best gameplay advice for that game, for any situation. 🫠
























Definitely possible. I remember being genuinely appalled when our teacher casually told us that most stories can be divided into three acts (Setup, Confrontation, Resolution).
Rationally, I’ve understood that it’s almost like a law of nature. You kind of have to tell stories this way.
But on an irrational level, I’m thinking, great, they’ve spoiled the end of most stories. If they all end with a resolution, why even bother listening to them?
…that is somewhat of a hyperbole, but there are further subdivisions that make this even more obvious. Like hero’s journey that you named, where you can tell that they’re going to survive at least until the final conflict, and even then there’s a pretty good chance for a happy end, because people like those. If my brain latches onto one person being the hero, it feels like I know the remaining story arc already.
And I have to admit that I don’t read much, so this is the first time I’m hearing of Le Guin.
But it’s not just the writing either way. I do also always feel like I might as well read about the real world before I read about fictional worlds. I don’t need to know about aliens and dragons, when ants exist and are so much cooler.