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| Finally, I've seen people complain about the room placement mechanic providing a lot of friction and feeling separate from the core appeal of the game. But it reminds me of [[Starseed Pilgrim]], the game that's made me //angrier// than any game ever with the frustration of its randomness, but which I have to grudgingly respect for how brilliantly it makes the thing seem impossible and then, when you accomplish it, it feels like a miracle, like something the designer can't possibly have planned for. I think Blue Prince is dealing in that magic - the frustration of the randomness pushes hard into making victory sweet and personal. | Finally, I've seen people complain about the room placement mechanic providing a lot of friction and feeling separate from the core appeal of the game. But it reminds me of [[Starseed Pilgrim]], the game that's made me //angrier// than any game ever with the frustration of its randomness, but which I have to grudgingly respect for how brilliantly it makes the thing seem impossible and then, when you accomplish it, it feels like a miracle, like something the designer can't possibly have planned for. I think Blue Prince is dealing in that magic - the frustration of the randomness pushes hard into making victory sweet and personal. | ||
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