Stopped savescumming, that is.
My excuse of old was that I didn't have the time to deal with permadeath. In this statement is that tacit assumption that, if you use permadeath, you'll spend a lot of time dying.
But that is not actually the case! It turns out (for me anyway) that permadeath encourages a more cautious and thoughtful style of play. In T2 I usually suffer my first death fooling around with dragons in the wilderness. This last time, though, I played more cautiously... And didn't die until an OoD Mezzodaemon paralyzed me in the Maze.
I'd honestly forgotten how much more fun a non-savescummed game is. I think, now, that permadeath is what keeps a roguelike from being Yet Another Fantasy RPG; it makes you think more, and shifts the focus from "just winning the game" to developing your character and having a good time.
So yeah. Consider my opinion to have done a 180. I am now wholly opposed to removing permadeath in any way, shape, or form, and think the Cheat Death debug option should stay as is.
My excuse of old was that I didn't have the time to deal with permadeath. In this statement is that tacit assumption that, if you use permadeath, you'll spend a lot of time dying.
But that is not actually the case! It turns out (for me anyway) that permadeath encourages a more cautious and thoughtful style of play. In T2 I usually suffer my first death fooling around with dragons in the wilderness. This last time, though, I played more cautiously... And didn't die until an OoD Mezzodaemon paralyzed me in the Maze.
I'd honestly forgotten how much more fun a non-savescummed game is. I think, now, that permadeath is what keeps a roguelike from being Yet Another Fantasy RPG; it makes you think more, and shifts the focus from "just winning the game" to developing your character and having a good time.
So yeah. Consider my opinion to have done a 180. I am now wholly opposed to removing permadeath in any way, shape, or form, and think the Cheat Death debug option should stay as is.
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