What's your stance on metaprogression, Ganker? Pic related.
Metaprogression I like:
> TBOI, EtG, RoR:
a metric fuckton of content gated behind increasingly difficult challenges. Tons of synergies that grow exponentially as you unlock more stuff. These games can still be beaten with the starting pool of items with relative ease by an experienced but mediocre player.
> FTL/ITB, ToME4:
you're only unlocking starting loadouts/classes, but everything else is available from the beginning so the difficulty curve is static in that regard.
Metaprogression I don't like:
> Monster Hunter, Mercenary Kings:
it serves both as padding and as a way to artificially set the pace for the progression itself. Unlocking the next item feels more like a chore than an achievement because it's fundamentally the same thing as choosing a perk from a tree: you're investing metacurrency (monster materials) in order to get a specific upgrade, and your power scales linearly with the number of upgrades.
> Rogue Legacy, Hades, Dead Cells:
similar to MH, you get stronger in-between runs by spending metacurrency, making the early game increasingly easier and thus progressing artificially. It is considerably harder to beat these games without ever taking any upgrades.