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I think its funny that some people can't grasp this.
If anything, DRG expanding into other games that are not only profitable, but create more incentive to care about the universe, also creates reason for the devs to continue the series and even get more hands on deck for future projects.
Ghost Ship is a small publisher/developer and has always expressed issues with having hands on deck, anyone ♥♥♥♥♥♥♥♥ and moaning about a new game without considering more money, more devs, more projects, more updates, more DRG, is a ♥♥♥♥♥♥' idiot lmao.
I, personally, have never bought DRG horse armor. I have, however, bought the game for 3 of my friends.
Releasing a DLC that's fundamentally a different gameplay mode is odd, I hope everyone's aware of that. People calling for this totally different genre'd game to be part of the main game are making a strange argument that is not backed up by normal industry practices.
What do you really gain from needing to open Deep Rock in order to get to this game?
I prefer games where I can steadily build my progress and go for a specific build I'm comfortable with.
They say DRG:RC will have the option to eventually permanently unlock things, but at that point, why even have it be a roguelike?
Eh, guess we'll wait and see.
I've had a grudge against roguelikes having 'rogue' in their name for the better part of a decade. I just think it's tacky and unoriginal, though it does remove all guesswork about what genre it is lol.
It's pretty typical for roguelikes to have meta progression. Weapon unlocks, a meta levelling system, new card/item drops entered into the pool, new characters and what-have-you. Roguelikes without meta progression are typically less popular, or paraded as "a hard roguelike", because removing scaling avatar strength means the player has to rely on skill alone.
Even though the concept of meta progression is literally just taking out content and drip-feeding it back to the player, but that's a gamer-psychology discussion for another time lol.