this post was submitted on 13 Mar 2026
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Unpopular Opinion

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They seem so popular, dozens of games coming out, and reviews often positive.

But

When I see "Roguelike" I imagine a game that's too small to be a real game, so they made it so you can never win and just have to keep trying and you'll get a decent number of hours out of it. With just enough progression each time that you start to believe it's possible you'll get somewhere meaningful.

When I see "Souls-like" I think of a game where the difficulty is only there to give people with too much time on their hands a sense of superiority.

I have roughly a thousand games in my various libraries and I have never played a game in either of these genres.

I feel fine being so unreasonable about this.

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[–] Mowcherie@lemmy.world 3 points 8 hours ago

That's because you arn't a masochist!🤭

[–] ZombiFrancis@sh.itjust.works 1 points 7 hours ago

From Software games have been building on a game engine and design concept for decades across platforms and franchises.

Your average game developer isn't going to be able to adapt that very easily or faithfully.

The Roguelike/lite as a standalone genre though is a little more expansive and forgiving to judge.

[–] socsa@piefed.social 3 points 9 hours ago

I am personally just confused about when rogue like and deck builder became interchangeable

[–] Cethin@lemmy.zip 3 points 10 hours ago (1 children)

When I see "Souls-like" I think of a game where the difficulty is only there to give people with too much time on their hands a sense of superiority.

Souls likes, despite their reputation, aren't hard. They just require you to pay attention. (Well, when they're designed well.) They ask that you engage with the game, it's mechanics, and what it's telling you. Bosses are generally either a test of skill or a test that you learned what the boss is weak to. Usually they can be trivialized. Traditionally it's the world that's difficult, but it's mostly just about learning, being patient, and being observant.

Along with your definition of roguelike being wrong, I think you have some unfounded biases. You're probably missing out on games you'd love because you made up your mind that you don't like them without trying them.

[–] essell@lemmy.world 2 points 10 hours ago

Yeah, that's pretty much the point I was making.

[–] KoboldCoterie@pawb.social 56 points 19 hours ago* (last edited 19 hours ago) (2 children)

Hey, just to be a pedantic asshole...

When I see “Roguelike” I imagine a game that’s too small to be a real game, so they made it so you can never win and just have to keep trying and you’ll get a decent number of hours out of it. With just enough progression each time that you start to believe it’s possible you’ll get somewhere meaningful.

You're describing a 'roguelite', which implies metaprogression. 'roguelike' normally means that there is no (or extremely little) metaprogression... getting better is just about increasing player knowledge, typically. The terms are used somewhat interchangeably sometimes but some games, at least, still use them correctly.

That said, if the size is the killer... Take a look at Caves of Qud. It's a traditional roguelike, but there's non-perma-death options when starting a new game, and the size of the game was definitely not the reason for choosing the genre.

[–] essell@lemmy.world 27 points 18 hours ago (1 children)

I am worried that reasonable points like this might change my mind 😬

My lack of knowledge on the points you make is partially willful ignorance on my part afterall 😁

[–] three@lemmy.zip 11 points 16 hours ago (2 children)

Worried? Intelligent people change their minds when presented with new information.

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[–] paultimate14@lemmy.world 3 points 14 hours ago

As an aside, one of the most petty things I get annoyed at is how badly named and organized these things are. In all things.

Any sort of dark and somber low-fantasy game could be called a souls-like.

Heck, even the term RPG could apply to almost 80% of videogames. The history of exactly where it came from is a bit messy, but seems to have been used differentiate D&D from other tabletop games like poker or monopoly, or maybe even war games. It makes sense in that context, but I today's context it's hard to find a videogame that isn't engaging in roleplay in some form. Yet we look to things like level and stat progression as being "RPG elements" even if they have nothing to do with roleplay at all.

It's not just games. "Metal" music very rarely has anything to do with metals.

A lot of it is marketing. These labels make it easier to sell things. Having categories at all hells consumers find things they like or don't like (such as OP). I just wish things were better-organized. I like things like Steam's tag system a lot, but the tags themselves have been halhazardly cobbled together over decades of making words up and changing what they mean.

[–] Phil_in_here@lemmy.ca 24 points 17 hours ago (1 children)

That's... the point of the descriptive tags?

I've never played a Souls game. Nothing about "you're supposed to die a lot and redo it all until you've mastered it" is appealing to me. I don't have the patience for it.

I'm not saying thats a bad format for a game. I just don't want to spend my free time and money on something I'm sure I won't like.

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[–] ruuster13@lemmy.zip 4 points 12 hours ago

A few generations prior see us mashing buttons all day without any apparent effect. The rules of any game only make sense when you develop your gaming experience to accommodate them. Just like movies only make sense because we choose to believe in the mechanics of storytelling.

The best roguelite to try doesn't appear to be a rogue-like game at all. It's called Blue Prince.

[–] luthis@lemmy.nz 33 points 19 hours ago (2 children)

Try Hades. It has a full storyline, wonderful characters, and each time you 'lose' it's part of the story. And it's super fun and addictive

[–] Concave1142@lemmy.world 15 points 19 hours ago (1 children)

Hades is what made me start liking Roguelikes. Great game and good story.

[–] Kyle_The_G@lemmy.world 3 points 18 hours ago

balatro is the best roguelike.

[–] Hazel@piefed.blahaj.zone 7 points 16 hours ago

I'm like OP and there's always this one game people swear will somehow change your mind.

I've tried Hades and nah, didn't do it for me :)

[–] DrSteveBrule@mander.xyz 5 points 14 hours ago (2 children)

It seems to be a popular belief that Souls-Like games require players to have "too much time on their hands". If I have 15 minutes to kill and I want to boot up a game, most Souls-Likes are a great option to kill the time. They are really designed to be picked up and put down at any moment.

I won't try to change your mind on these genres, but it is kinda wild to me that people have these strong negative opinions about games they have never played. I'm not saying you need to try a game to know if you'll like it or not, but it seems your understanding of these games is very uninformed.

[–] jacksilver@lemmy.world 3 points 11 hours ago (1 children)

That's the exact opposite of my experience, souls-like require you to have a large chunk of time to put into the. Just looking at dark souls: you can be far away from a bonfire, have no idea where the next one is, dying means losing most progress, and you can't pause.

Also, when facing bosses, taking a break in between can reset your rythmn meaning you lose some momentum if you put the game down.

Dark souls games can definitely be fun, but I think rouge lites are better for a pick up and play mentality since runs will range from 15-45mins typically (depending on the game).

[–] DrSteveBrule@mander.xyz 3 points 11 hours ago (1 children)

Aside from being in the middle of combat you can turn off the game from anywhere and you'll load back exactly where you left off. Bonfires aren't checkpoints, you don't have to be anywhere near one to save your progress and leave the game. Your point about losing momentum is dependent on the person playing the game, not an issue with the game itself. I've never had an issue with loading into a game for 10 minutes at a time. Someone else responded that boss fights are too long, but I cant recall one that took more than 5-10 minutes.

Strangely, your experience with Dark Souls is my experience with many rogue lites. You generally cannot leave in the middle of a run without losing all progress for it. You either have to win or die for it to count. And if you're set on winning, then those games can last upwards to that 45 minutes you mentioned. The games I play (Spelunky and Vagante) do not allow you to resume your current game when you shut down and return later.

[–] jacksilver@lemmy.world 1 points 10 hours ago (1 children)

Wait if I turn off a darksouls game without stopping at a bonfire, I'll pick back up where I left off?

[–] DrSteveBrule@mander.xyz 4 points 9 hours ago

Yes. Some people even do no bonfire challenges

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[–] Carnelian@lemmy.world 11 points 18 hours ago (2 children)

Honestly a lot of the “sense of superiority” and “these games will beat you senseless” types of sentiments regarding Souls actually stem from some really early marketing decisions that the developers didn’t originally intend

Fromsoft is actually self published in Japan, and Bandai helped them distribute the game to western audiences. There’s a whole essay worth of information we could talk about regarding what was popular in the west at that time, but basically when marketing the game they focussed on the intensity and the violence and how hardcore and badass you’d be for making it through.

It worked like a charm, and the games succeed financially and developed that frankly kinda rancid reputation (fans bragging about finishing a boss, coining “just get good”). It was enough to deter me from getting involved with it for literally a decade, until Sekiro came out

I go crazy for katanas and any samurai type stuff so I jumped in. Had a great experience, still one of my favorite games, and it was enough to get me to go back and try out the older souls games.

And the truth is the games are nothing like what the marketing or the rabid fans would have you believe. The art and presentation is that intense, but the actual game is borderline…cozy? In a weird way?

The thing that trips people up is the game has animation commitment, so once you hit attack you have to wait for the whole move to finish before you can act again. But the enemies are also like that, and furthermore, Fromsoft has the best animation telegraphing in the business. So you can just watch the boss, learn what they’re gonna do, wait to see how long they’re vulnerable after a given attack, and then subsequent times you see that attack you have a good idea of how much time you have to land your own attacks.

So once you “tune in” to this style of combat, it becomes a really meditative experience, one that rewards patience and observation. What makes it work so beautifully is that the presentation and music is so intense, to the point where you can actually become wrapped up in that and lose focus.

So in essence, I would say Souls games more than anything are about cultivating a mentality of remaining calm and peaceful during a storm, and then witnessing how your peaceful nature will allow you to endure any hardship.

We didn’t really get that sentiment much in games in the west at that time. So everything about the perception of the games stems from that. People feel so strongly about finishing the games because doing so genuinely taught them an important lesson. But the early marketing colored the public perception of the experience in a way that really misled many people who I think would ultimately adore the games

[–] mimavox@piefed.social 1 points 7 hours ago

Exactly! Although it may seem contradictory, this "animation commitment" gives you the feeling of exact control over your character, unlike in any other game. Everything turns into beautiful choreography. The next time you pick up a standard "button mashing" game, you will truly notice the difference.

[–] classic@fedia.io 3 points 16 hours ago

beatng Malenia in Elden Ring was legitimately character building for me

[–] thesohoriots@lemmy.world 9 points 18 hours ago (1 children)

If I see another game self-described as an indie retro pixel dungeon Metroidvania soulslike I will punch a wall

[–] essell@lemmy.world 4 points 18 hours ago (1 children)

Is there treasure hidden in the wall?

[–] Feyd@programming.dev 4 points 18 hours ago (1 children)
[–] KoboldCoterie@pawb.social 5 points 17 hours ago

Wall chicken

[–] Feyd@programming.dev 8 points 18 hours ago

"Soulslike" is almost meaningless without context. It can mean "a game that is like dark souls" or "a game that is nothing like dark souls but we bolted on a corpse run to reclaim your cash".

[–] jellyfishhunter@lemmy.world 1 points 12 hours ago

I came down a similar way. Though after years of hearing about the greatness of the genre, especially from FromSoftware games with their masterful design, I could no longer deny my interest, considering I try to be a curious and unbiased person. So I went with Elden Ring. I've dropped it several times, because I was bored and it felt like I was wasting time. I still did 100% out of spite, then buried it with no intent to touch it ever again. Still, I appreciate the game design, especially the enemies and the variety of viable builds. However I personally don't care for these things at all in games, so it wasn't really something that was meant for me to be enjoyed. I think it's similar to many of the more popular games of the genre, so I usually skip them. I don't mind the occasional rougelite to pick up and drop after a few hours though.

PS. I feel bad for FromSoftware. People praise their stuff to the heavens. I've seen a handful of people giving constructive criticism only to be met with hate. I'm pretty sure FromSoftware would prefer to receive the criticism to improve instead of being praised from all sides. But then again, I'm not deep enough in their rabbit hole, so that's just what I see.

[–] FinjaminPoach@lemmy.world 7 points 19 hours ago* (last edited 19 hours ago)

When I see “Souls-like” I think of a game where the difficulty is only there to give people with too much time on their hands a sense of superiority.

Yeah I completely agree xD

I play games for the story (mainly) rather than for grinding. Grinding is only worth it when you get a visual feedback like building a farm or a city

"Rogue-like" is a different matter. Combined with souls like, then yes, it's just buzzword and pretty not-good. But it typically means more replayability because of maximised procedural level generation. If you have time, check out Shattered Pixel Dungeon, as it's free. You can objectively "win" at it, over and over again, and it isn't small in the sense of "lacking in content" or gameplay.

[–] DudeImMacGyver@kbin.earth 5 points 18 hours ago (2 children)

I like rogue type games, but soulslike stuff? I don't have the time to play something like that these days. Roguelikes you can pick up, play a bit, and then get back to whatever is requiring your attention. I think my fondness of roguelikes is because I liked games like Rogue and NetHack back in the day.

[–] chiliedogg@lemmy.world 5 points 18 hours ago

Roguelikes/lites are good for me because I'm usually done with a run in under an hour. I have very little time for gaming these days and being able to do it in little doses is great.

FTl, Hades, Slay the Spire, Into the Breech, Heat Signature, etc work well for me.

[–] DrSteveBrule@mander.xyz 1 points 14 hours ago (1 children)

I feel that souls like games are 100% the same. I can boot up, swing a sword at a few enemies, then log off and do whatever else. It seems a lot of people think they require your attention for long spans of time. Couldn't be further from my experience with them.

[–] DudeImMacGyver@kbin.earth 1 points 12 hours ago (1 children)

Boss battles can take forever though and you can't save mid battle in most of the ones I've played

[–] PrinzKasper@feddit.org 1 points 6 hours ago

I can't think of a single Souls game where a Boss fight takes longer than ten minutes; in fact the overwhelming majority of bosses take less than five minutes per attempt.

[–] BananaIsABerry@lemmy.zip 4 points 18 hours ago

This is a truly unpopular opinion. Bravo.

Both genres are full of stinkers, because they're practically buzzwords at this point, but there are some real gems in there that are definitely worth your time.

[–] DokPsy@lemmy.world 4 points 18 hours ago (1 children)

My metric for a good game is "if there is a pet like animal in it (that isn't the centerpiece of the game), can I pet said animal or otherwise interact with it in a way that would make it want to be my friend"

The number of games that fail this simple metric are worryingly high.

If you put an animal in your game to flesh it out, let me pet the damn thing. I am willing to die on this hill.

[–] essell@lemmy.world 3 points 17 hours ago (2 children)

BG3 has at least two pets to pet!

[–] HuntressHimbo@lemmy.zip 2 points 15 hours ago

And many more fuzzy creatures to be friends with even if they aren't there for petting

[–] southsamurai@sh.itjust.works 1 points 14 hours ago

And they are awesome :)

[–] BradleyUffner@lemmy.world 4 points 18 hours ago

Same for me with "deck builder".

[–] zo0@programming.dev 3 points 18 hours ago (2 children)
[–] luthis@lemmy.nz 1 points 14 hours ago

I was thinking the same about card games

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[–] HubertManne@piefed.social 3 points 18 hours ago (1 children)

I mean I was not even aware of the term when I played elden ring for the first time. Don't get me started on roguelike though as for me that means in the manner of an ascii dungeon game.

[–] Andonyx@lemmy.world 1 points 13 hours ago* (last edited 13 hours ago)

Caverns of Larn 4evah!

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