Now,
I know what some of you are thinking: “Wouldn't this get dull and
repetitive fast?” That didn't seem to bother most of us in the
80's, but today it might sound like a chore, especially when you
don't have tons of adolescent time to burn during middle-school
summer-breaks. Roguelike game designers have addressed this issue
fairly well within the game design by making most of it
procedurally-generated (ie, randomly generated.) The game is almost a
new game every time you play it, which does keep it interesting, and
challenging. I think I was able to finish Ghosts 'n Goblins because
technology 30 years ago wasn't advanced enough to make things
procedurally generated. Each game session had the exact same level
design, monsters, and attack patterns, so I could learn the timing of
the patterns and know how to navigate them like an expert.
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