We’ve all played them. Backtracking, not knowing where to go. Going back and forth. Name some of these games from your memory. I’ll start: Final Fantasy XIII-2, RE1

  • But_my_mom_says_im_cool@lemmy.world
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    7 days ago

    Son, you’re talking to a guy who spoke no English when he first played the legend of Zelda for NES. Talk about playing a game that doesn’t tell you where to go next

  • moakley@lemmy.world
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    7 days ago

    Star Flight. I played it on Genesis, and it’s still one of the greatest games I’ve ever played.

    One space ship, 270 solar systems, and 800 planets. The manual included a captain’s log that was sent back in time from the future, but without that you’d just be scouring the stars for clues, interrogating aliens, digging through ancient ruins, and watching slowly as a rash of planet-destroying solar flares spreads through the galaxy.

    So fucking good.

    • I Cast Fist@programming.dev
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      5 days ago

      Sounds interesting. Reminds me somewhat of Uncharted Waters, which is a naval RPG set around 1560. You could visit ports all over Europe, Middle East and Africa, probably over India and Japan, too, doing trade runs or living a pirate’s life.

      • moakley@lemmy.world
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        5 days ago

        A lot of the game is scanning planets, gathering resources, and upgrading your ship. The upgrades allow you to gather more resources, explore further, and get better weapons so you can survive hostile alien encounters.

        If you ever have the opportunity, I highly recommend giving it a try.

  • ClumsyFingers@lemmy.world
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    7 days ago

    Many of the early console and PC games were only solvable by finding answers in published magazines. Nintendo was notorious for this - they had their own magazine called Nintendo POWER and a hotline you could call to get tips. A few that come to mind:

    Blaster Master / Goonies 2 / Mad Max / The Kings Quest games / The Black Caludron

    • Hugin@lemmy.world
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      7 days ago

      Kings Quest? I played them on pc. They had stuff you needed the manual for but that was it. Did they change it for Nintendo?

      • ClumsyFingers@lemmy.world
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        5 days ago

        Apologies, I can see how I was confusing. I was listing both Nintendo and PC games that came to mind; Kings Quest and Black Cauldron were PC

        • I Cast Fist@programming.dev
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          5 days ago

          On arcades, you’d get fucked by asshole difficulty. At home, you’d get fucked by asshole difficulty and purposeful lack of information. Took me a while to put 2 and 2 together and realize how “predatory games” have been around for a very long time. Can’t sell the game twice, but you can sell information.

  • AngryCommieKender@lemmy.world
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    7 days ago

    Chrono Cross. You can accidentally write out all the endings of the game if you try to play without a guide.

    Also Mordor 2. Completely procedurally generated world. The game literally can’t tell you where to go, it doesn’t know.

  • thr0w4w4y2@sh.itjust.works
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    7 days ago

    Beneath a Steel Sky, where literally half the game is going back and talking to everyone you’ve spoken to before for one extra dialog option that advances the plot

  • simple@lemm.ee
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    9 days ago

    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.

    • ragebutt@lemmy.dbzer0.com
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      9 days ago

      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!”

      • moakley@lemmy.world
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        7 days ago

        Disco Elysium gave me this experience in a new context. But better, because it blurs the line between success and failure.

      • zerofk@lemm.ee
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        9 days ago

        Also the end of the hallway is glowing, and there’s a pulsating dot on your minimap. And if you take 5 seconds longer than needed, your character says to himself: “maybe I should go to the end of this hallway”.

      • simple@lemm.ee
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        9 days ago

        Oh man, king’s quest. Those games were literally impossible without a guide and you needed to go to areas in very specific steps to not softlock the game.

        • ragebutt@lemmy.dbzer0.com
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          9 days ago

          All those old games were so punishingly hard

          You’d play leisure suit Larry or whatever and get 3/4 of the way through and get stuck. Then you’d check a walkthrough and realize you didn’t check the trash can on the first screen of the game for a key item and now you’re fucked and literally have to start over from the beginning

          Or you’d get to a death condition and get a screen that just mocks you: remember to save early and save often!

    • Björn Tantau@swg-empire.de
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      9 days ago

      When I played Day of the Tentacle I got stuck. Eventually I caved in and ordered the official hint book. Mind you, back then this entailed mailing a physical letter and the money somewhere. I guess my parents helped with that. And then you had to wait for your order to arrive. And the post was a lot slower than today.

      I waited weeks for the book to arrive. And then, the day before it came, I finished the game. Use physics book with horse was the last puzzle I needed.

      But the money wasn’t wasted entirely. The game’s story was written down from the pov of one of the characters. Pretty funny.

      • ragebutt@lemmy.dbzer0.com
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        6 days ago

        Hint books were an experience back then. I remember the hint book for myst had this whole narrative about some other person who got trapped in the book, which was supposed to be like the player. It was this whole story of how they solved all the various puzzles. I remember it being quite long but I was also like 9 so maybe it was just like 10 pages

    • DoucheBagMcSwag@lemmy.dbzer0.com
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      8 days ago

      I gave up on point and click games when the solution to a problem in Monkey Island 2 was to put a fucking dog in your pocket. Even the look Guybrush gives when he stuffs the dog in is like "bet you didn’t think to do that initially huh…?’

      • I Cast Fist@programming.dev
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        7 days ago

        The funny thing is that LucasArts games were done as the “antithesis” to Sierra games, as the latter were chock full of cheap deaths and “Did you remember to do some little side thing 2 hours ago? No? Progress locked, fuck you” situations

        • DoucheBagMcSwag@lemmy.dbzer0.com
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          7 days ago

          Oh right … Yeah at least with all the Lucas arts games you would just be stuck and not perma fucked.

          Like letting a rat live when you only have literal seconds

    • brsrklf@jlai.lu
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      8 days ago

      I am not really seeing it. I did finish it without a guide back then. It was the Windows 9x port, but I don’t think it changes much.

      Really in my case a guide would not help for the hardest parts, which were mostly the crazy moves needed to push those floating things to break rocks and to swim against currents with boulders.

  • hank_the_tank66@lemmy.world
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    9 days ago

    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.

    • naticus@lemmy.world
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      9 days ago

      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.

      • snooggums@lemmy.world
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        9 days ago

        Quality design will show you the important parts early on without needing to explicitly state them. Leaving that out in sequels is poor design.

        • MudMan@fedia.io
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          9 days ago

          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.

        • caseyweederman@lemmy.ca
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          8 days ago

          I’m playing Oracle of Ages for the first time in a while, and it is not great! The level design is flawed. The eighth dungeon is a a dark room, some ghosts, and a hint owl that tells you to “attune your ears to the sound of sword on stone” which, right, standard Zelda fare, good of them to make explicit the reminder. But none of the walls clank! You need to push one of the non-pushable statues out of the way, in the dark, to even expose the bombable wall. I went over the whole place twice, and then thought “oh maybe they’re doing a cool metapuzzle thing and I’ve got to leave the dungeon and bomb a new entrance” so I went out and tested the whole area with my sword and then bombed everything in case I was just misinterpreting the clank sound.

          The underwater dungeon had the interesting raise/lower water level mechanic, but I explored in loops for an hour before looking up where to go next. I’m not saying it’s supposed to be easy, I like a challenge, but it felt like the layout was deliberately withholding information, which is bad design.

          The Long Hook is an upgrade for the Switch Hook. The improvment is marginal and the puzzles that require it feel confusing (I finally have the tool for this but it’s not working (before you know about the L2 version)), forced (this is the same puzzle but the anchor object is two tiles further away) or frustrating (oh of course I was supposed to know about the offscreen anchor).
          The Long Hook has an entire dungeon dedicated to it.

          It seems all my fond memories are actually from Oracle of Seasons. I wonder if they had parallel teams working on them.

    • SkunkWorkz@lemmy.world
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      9 days ago

      I sorta had the same problem with Ocarina of Time. Was stuck in the Deku Tree basement. Didn’t know you had to use a stick with fire to burn cobweb. I thought the game was broken and was thinking about returning the game until I accidentally solved it by fucking around. Not sure if Navi explained it or not, but my English wasn’t very good when I was 10 and the game didn’t had my native language as an option.

    • Uninvited Guest@lemmy.ca
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      9 days ago

      Yeah Link’s Awakening is the one that came to mind for me. Even after having beaten it, the next time I played it I would still get stuck.

    • chunkystyles@sopuli.xyz
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      8 days ago

      When I was 5 or 6, my grandmother got a NES and three games. One was Crystalis.

      Me and my two cousins played the game in turns, and we eventually got to the first boss, which was quite an achievement because there are puzzle elements to the game.

      We could not beat this boss. Several years later, I have my own NES and I borrow Crystalis. I’m pretty sure I got to that boss again and realized something. Hitting him produced a sound that no other monster had. It sounded like hitting solid glass. I finally intuited that I wasn’t strong enough and leveled up to level 3, and wouldn’t you know it, I beat the boss.

      It’s one of my all time favorite retro games. It was so ahead of its time. Worth playing if you’ve never tried it.

    • brsrklf@jlai.lu
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      8 days ago

      Back then on my GBA I got stuck in a Zelda Oracles dungeon for quite some time until I looked up what I was supposed to do. Turns out there was a hint, I had read it, but it was mistranslated and was garbled in my language.

      It’s supposed to tell you running makes you jump farther. Translated text doesn’t mention jumping and instead sounds like a weird nonsensical idiom about “travelling far”. Specifically travelling in the sense going on a trip, not just going from place A to place B.

    • SolarMonkey@slrpnk.net
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      8 days ago

      I had a similar problem with ocarina of time (and lemme tell you having to run around in not one but multiple times was a… blast…)

      It was the first Gannon fight where you shoot the paintings… I’d never played a Zelda game before and it took me ages to give up and look it up (thankfully this was after the internet was born, and walkthrough sites were all over)

    • bravesirrbn ☑️@lemmy.world
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      8 days ago

      I got stuck in the first dungeon, because one room required pushing two blocks together but I didn’t even think any of these blocks could be pushed at all!

      Bought the official guide book a bit later

  • Aganim@lemmy.world
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    9 days ago

    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.

    • Twinklebreeze @lemmy.world
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      8 days ago

      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.

      • skulblaka@sh.itjust.works
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        8 days ago

        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.

        • Milksteaks [he/him]@midwest.social
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          8 days ago

          Yeah I remember some fuckin guy said you can find the herb east of balmora. Que an hour long search and epic journey for the ages only to finally read a guide that says the guy lied

    • GoodLuckToFriends@lemmy.today
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      8 days ago

      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.

      • skulblaka@sh.itjust.works
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        8 days ago

        This was me lmao. On my first playthrough of Morrowind as a teenager I dicked around and did everything except the main quest for ages. Around level 18 I decided to actually progress the main quest. Hasphat, check. Arkngthand, no sweat. Talk to Sharn Gra-Muzgob, she says to fetch the Skull of Llevule Andrano. Cool, go to Andrano’s tomb, looks kind of familiar. Where is the Skull of Llevule Andrano? Cause it sure ain’t here in his tomb. Whoopsie.

        Never found the skull, never progressed the quest, had to start a new character to actually experience the main story. I wonder how many potential Nerevarines failed to ascend due to missing minor quest items. Wish I could ask em that inside the Cavern of the Incarnate.

      • Baggie@lemmy.zip
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        8 days ago

        Don’t feel too bad about it, the best bits are the first half or so I’d argue.

    • finitebanjo@lemmy.world
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      7 days ago

      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).

  • rustyfish@lemmy.world
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    9 days ago

    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
    • ChilledPeppers@lemmy.dbzer0.com
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      8 days ago

      I wouldn’t add hollow knight to the list. It is an exploration game, being lost is the point, the problem are linear games that you don’t know where to go next.

  • taiyang@lemmy.world
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    9 days ago

    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.

      • taiyang@lemmy.world
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        8 days ago

        Reminds me that Nintendo had help lines you could call for stuff like Zelda secrets, and they may have intentionally added things like secret caves to incentivize that lucrative service.

  • CheeseNoodle@lemmy.world
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    9 days ago

    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.

    • eru777@lemmy.worldOP
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      8 days ago

      There is a setting you can enable to make entrance and exit visible if I remember correctly

    • zipzoopaboop@lemmynsfw.com
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      8 days ago

      Back in the day I once timed out on the bombing mission escape because I couldn’t find the right spot to climb the damn ladder near jesse