![]() ![]() You may have to start the tournament over, or load a previous save game. It means you have to go back and retry a part of the game, playing a part of it again. Losing a couple of matches in a tournament game, missing a couple of items in a Sierra game, doesn’t mean you become irreversibly stuck, or that the game is “unwinnable by design”. That’s part of the genre, and if that’s not the players idea of a fun challenge, the player should shouldn’t play this particular game or genre. If you miss a couple of games you might have to start the tournament over (or load a previous game). This can be compared to playing a tournament in a sports game. If that is not something the player enjoys, the player has chosen a game in the wrong genre. ![]() The point is: Going back in the story to search for something you missed is part of the genre. This is done by loading a previous save game. Take a step back in the story to search for the missing item. Explore and find out you’re missing something.ģ. The not fun part about writing a document is the writing, not the saving a copy once in a while in case you need to go back and check a previous version.Īnd that is what most of the items on the page requires Ģ. This is not unlike writing a document, making a few different saves in the progress, in case you accidentally delete something (or the file becomes corrupted) and need to go back and fetch it later. Sometimes going back means loading a previous same game. ![]() If you move on and have forgotten something, you have to go back and spend some more time. The key point here is this: These games are not about running through the locations, but spending time in each and exploring the thoroughly. Also, watching a friend play it later and walking into the same trap absolutely made up for it. But even that was fun, and a mistake done only once. The only thing I ever found a bit too cruel was the kissing alien in space quest 2. I’ve played many (10 +) of the Sierra adventure games. Usually you don’t have to go far back either, only to the last major location. If reloading a game to search for something missed is a problem, then I think it’s a case of wrong genre for that person. The whole (sub) genre is about exploring everything, searching for things and combining/using them to solve problems. Most of these complaints are about missing something, and having to reload the game from a previous point and search for what was missed. That was the most whiny page I’ve read in a long long time. Lavish art budgets producing ever shorter games for an ever shrinking pool of insular traditionalists. Shamus isn’t joking about this being the Call of Duty of it’s time. Any attempt to dump this clunky, archaic distraction would get your game lambasted in the BBS newsgroups of the day, and kill your chance at turning a profit on your already ballooning art budget. –but by then a vocal contingent of fans who considered that goofy meta-game to be the best part of the game had crowded out more moderate voices in the fandom, and this save fussing was made a saint in the canon of Hardcore Adventure Gaming. This last greatly reduced the amount of old saves a player needed to manage, because anything from before the latest chapter was safe and stress-free to discard.Īll that fussing with a library of staggered saves broke both the flow of game-play and the player’s immersion, long after the science of game design had discovered both of these concepts existed. They added the ability to reload from the start of the screen on death, the ability to fast forward through talky cutscenes, if you had to replay a section, and most importantly a chapter system, which ensured there was a maximum distance you could get into the game, before discovering you had missed an essential item. My problem is that the death mechanics sucked hard, and they didn’t improve at all until KQ7, when it was too little, too late. (EDIT: There was a popular playstyle that saved at the start of each screen and immediately started interacting with every possible object, so as to not miss out on any funny deaths.) You couldn’t do that joke in a game without some sort of death mechanic. There’s a spooky attic where you can die by cranking a possessed jack-in-the-box. The many silly ways you can die are part of the content in a Quest game after all. It’s not so much the idea of death itself that is a problem for me. ![]()
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