Fractal Block World
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azrael's tear
That's my experience with 99% of old school point and click games. At some point in every one it devolved into me running in circles and trying every item on every object.
Yeah, basically every game that runs on scummvm is a good candidate here: leisure suit Larry, kings quest, police quest, the dig, sam and max, Indiana jones and the fate of Atlantis, all the sierra and lucasarts ones
Myst series is another good one. Journeyman project trilogy. These all ruled when I was like 12 years old
I miss when games were confusing and aimless by default. I know there are still games like this but I feel like the default now is a game that’s like “oh hey, go down this hallway full of locked doors! Except one door is unlocked, that’s a secret area, good for you! But otherwise go down the hallway to the next hallway!”
Disco Elysium gave me this experience in a new context. But better, because it blurs the line between success and failure.
Ecco the Dolphin is literally impossible without a guide.
designed that way to make more money on people renting it over and over to try and beat it IIRC
Zelda: Link's Awakening on the GameBoy Color in the mid-90s. I got to the second temple, and was totally stuck - to progress I needed to learn to jump, which I inferred was in this temple, but I just couldn't figure out where it was.
Wandered all over the available map, which of course was constrained due to lacking the jump skill and other story-driven tools. Nothing.
Finally bought a game guide, which explained to me that I needed to bomb a wall in one room in the second temple to progress. It was indicated by a small crack, a staple in Zelda games but invisible to me in my first experience with the series.
The cherry on top was that by that point, I didn't have any bombs to break the wall, and I recall that I didn't have the ability to buy or acquire any and had to restart the game to progress past the point where I was stuck.
After that point, Zelda: Links Awakening became one of my favorite games of my childhood. It is hilarious how much frustration it caused me before that realization.
Some games really do depend on learned conventions from previous games which can feel a bit unfair to the uninitiated. It's a double edged sword of avoiding too much tutorializing vs alienating newcomers.
Quality design will show you the important parts early on without needing to explicitly state them. Leaving that out in sequels is poor design.
Yeah, well, the original Zelda flagged bomb spots even less, so...
It's weird to me that Simon's Quest gets so much grief for this when Zelda 1 and 2 (and particularly the localized version of those) were full of that exact "defer to the guide" nonsense.
In fairness, some of that stuff comes from trying to play older games out of context, since a lot of tutorializing used to happen in the manual, but not on any of those NES examples.
Morrowind.
Can you find this person whom wandered off into the ashlands? They went east-ish.
I've spent more time than I'd like to admit in the Construction Kit to find out where in Vivec's name I had to go this time. Usually it turned out I just barely missed the person or location I had to go before starting an hourlong search.
But despite that still a game I deeply love.
That's what I like about the game. The NPCs tell you where to go to the best of their ability, and you follow to the best of yours. I like it a hell of a lot more than quest markers.
There is at least one occasion where NPCs just straight up lie to you in quest directions though. I can't think of it off the top of my head but I remember it existing because I complained about it on a forum.
On one hand - great worldbuilding! "Local dumbass gives you bad directions" is a funny and memorable point on top of what might otherwise be a forgettable side quest. On the other hand, I spent the better part of four hours looking for whatever egg mine or ancestral tomb or whatever it was he asked me to find before getting fed up and having UESP tell me "lol no actually it's off in this complete other direction", and I'm pretty sure I assassinated that NPC after I turned in his quest.
The number of times I totally overshot distance based on the quest description and ended up in the Ashlands....
Jesus, the finding people thing was tough, but finding the quest item that I had already looted from a grave and either dropped or sold to a random merchant? Game ending, man.
DOOM
Fuck your Blue Key.
There is a really fun Doom mod called "my house" that seems totally absolutely normal artsy house recreation at first...
Until you discover the mirror universe and the downstairs (at the time this mod released multiple overlapping layers of level geometry was not technically possible).
I actually like those a lot. Just listing some in no particular order:
- Metroid Prime Series
- Dark Souls Series half the time
- Resident Evil 1, 2 and maybe 8
- Hollow Knight
- Castlevania Symphony of the Night
- Outer Wilds
You want the absolute "guide damn it" example? Try playing the OG Dragon Quest games. They're nonlinear by nature and there's a spot in 2 (or was it 3) where you need to literally check an unmarked floor for an item. No indicator, save maybe a vague NPC dialogue in another part of the planet that didn't get adequately translated in English so you're truly aimless.
Final Fantasy 7 has a lot of mini versions of this moment because the level art is rarely distinguished from the actual terrain you can interact with so sometimes you kinda get stuck until you realise that this time that little ramp is actually something your supposed to walk up rather than un-interactable scenery like all those previous times.
every Metroid or Castlevania game, to the point metroidvania is a genre.
This is an extremely specific situation in a game, but...
In World of Warcraft, back in the day, there was a dungeon in Outland, I believe it was Helfire Citadel. It wasn't particularly hard, but if you died, you were screwed. The way dungeon deaths worked was your spirit would spawn in a graveyard out in the regular world, and you would have to run your spirit ass back to the dungeon entrance to respawn. But finding the entrance to Helfire Citadel was so difficult I told the group if they don't rez me, they'd have to just kick me, because I'd never make it back in. It was awful.
Disco Elysium for me. Too many open directions. Too much player agency. I had no idea where I should go.
I always took Disco as just a "stumble into the plot" kind of game. You're not supposed to go anywhere.
Divinity: Original Sin 1. took about eighty odd hours to get to the door that says sorry mate, not enough magic stones
The old text adventures where being able to solve a puzzle required hitting the right words. "Oh, twist, not pull."
Dear God those text parser adventures. I remember playing Hugo's House of Horrors and trying for the longest time to remove some screws from a grate.
Okay screws np.
UNSCREW SCREWS
I don't know how to do that.
REMOVE SCREWS
I don't know how to do that.
Reeeee... Turns out it only responded specifically to UNDO SCREWS
Fallout 1: If you play it going in blind and don't look up help, a first playthrough can be stressful early on if you don't know how much progress you are making on the time limited main quest.
Kenshi: The game doesn't have quests or main goals, so it is up to the player to figure out what they want and how to get it. Certain game areas are lethally dangerous, factions can be angered if you don't figure out their customs, and even in less lethal areas being beaten and crippled by bandits is a real problem.
Most 90's and late 80's point and click games (Sam and Max, Full Throttle, Monkey Island, The Dig, Loom, Maniac Mansion, Day of the Tentacle, Indiana Jones and the Fate of Atlantis, Zack McCraken and the Alien Mindbenders, Kings / Space quest, Dark Seed, Beneath a Steel Sky)
Old DOOMs up till 64. Halo 1 was also very repetitive in its lookalike hallways and got me lost multiple times. I don't miss the get lost mechanics of these games. Especially in doom where the function of the many look alike chambers was unknown to me so the architecture made no sense.
Serious headfuck of a puzzle game.
I still think about how I managed to finish it once, then tried again 1 month later only to be completely dumbfounded as to how to get the damn yellow block upgrade again