I was way more prepared to waste time being confused by a game back in the day. You occasionally would try stuff for hours. Now if I get stuck 10 mins I start thinking they didn’t play test or design the game well enough haha.
Yep. And coloured ledges you can grab, sparkling items to collect… I remember in old Monkey Island games there being no way to visually discern what you could or couldn’t interact with, you’d spend so long just trying things to see what worked.
FF8 was infuriating about that shit, iirc shit did somewhat glimmer but they had a habit of jamming junk under overhangs you can’t see under and can’t really tell exist unless you try to walk there. You end up spending a significant part of the game walking around all the walls like a psychopath.
Yeah, having stuff being obvious is actually incredibly freeing. Without that I waste so much time checking every part of every room, trying to work out which corridor leads to the objective vs which one might have collectibles.
Knowing I can just play a game, find most stuff, get on with it, and not regret not using a guide is a real gift.
This particular thing kinda sucks, though. I also hate when there’s a puzzle that goes “you know that interaction that normally doesn’t work? We’ve enabled it here and it’s how you’re supposed to solve this puzzle! Surprise!”
I was way more prepared to waste time being confused by a game back in the day. You occasionally would try stuff for hours. Now if I get stuck 10 mins I start thinking they didn’t play test or design the game well enough haha.
I feel like Outer Wilds is a good modern-day Myst, sort of anyway.
And that’s why Boy never shuts the fuck up in GoW Ragnarok.
Player stuck for 30 seconds? Better tell them the answer to keep our completion metrics up…
Yep. And coloured ledges you can grab, sparkling items to collect… I remember in old Monkey Island games there being no way to visually discern what you could or couldn’t interact with, you’d spend so long just trying things to see what worked.
FF8 was infuriating about that shit, iirc shit did somewhat glimmer but they had a habit of jamming junk under overhangs you can’t see under and can’t really tell exist unless you try to walk there. You end up spending a significant part of the game walking around all the walls like a psychopath.
Yeah, having stuff being obvious is actually incredibly freeing. Without that I waste so much time checking every part of every room, trying to work out which corridor leads to the objective vs which one might have collectibles.
Knowing I can just play a game, find most stuff, get on with it, and not regret not using a guide is a real gift.
That’s what’s wrong with your generation. You want all of the reward, and none of the work.
In MY day, we had to LOOK for shit goddamit.
This particular thing kinda sucks, though. I also hate when there’s a puzzle that goes “you know that interaction that normally doesn’t work? We’ve enabled it here and it’s how you’re supposed to solve this puzzle! Surprise!”
ALL THE UPVOTES, GET THEM IN HERE NOW
Moon logic. Puzzles that are hard because they make no damn sense.
“Oh yes, of course I need to combine a fish with a phone book to create a sailboat.”