Roguelikes seem perfect for a live service game. A repetitive game loop with deep replayability, standardized content for streamlined production, a data-rich environment with built-in A/B testing, and a long tail of hyper-engaged players. Yet, roguelikes rarely monetize with in-game microtransactions that are typically effective at capturing revenue from those hardcore players. Why are there so few live service roguelikes?
eh? I don't include Battle Royales as "roguelikes". There's certainly design similarities, but the biggest difference is the emphasis on PvP multiplayer. PvP adds clear avenues to monetize via cosmetics or power (which BRs have taken great advantage of), as well as drastically alters the random powerup design to be flatter and normalized (rather than the crazy over-powered stuff you can get in roguelikes).
Gotta argue against BRs counting. What's the function difference?
eh? I don't include Battle Royales as "roguelikes". There's certainly design similarities, but the biggest difference is the emphasis on PvP multiplayer. PvP adds clear avenues to monetize via cosmetics or power (which BRs have taken great advantage of), as well as drastically alters the random powerup design to be flatter and normalized (rather than the crazy over-powered stuff you can get in roguelikes).
why can't i add a new card to my deck as i continue my runs in mtg arena