Hi Charles.
While I agree some people ak for hints a little too soon, I do believe that
situation is a little more complex.
For example, I have seen people ask about castaways, since they just cannot
get the stratogy aspect of the game out correctly, they for instance create
one person of each profession and have them stand around idly. When they
lose everything, they grow frustrated. In that case what is needed is not a
hand holding walkthru, but some stratogy tips so that they can go off and
develope their own ways of playing, and often without such tips people will
abandon the game utterly.
This is something I've seen very much in rpgs, stratogy games and even some
of the more complex action ones too.
Then, even in say chillingham style adventure games, there are points a
person gets to when a puzzle becomes more frustration than reward. As I've
said before, this is why I myself no longer play interactive fiction, since
if the action you must take to complete something is so bloody obscure that
nobody in their right mind would think about it, the game isn't! much fun.
it's why, though i think grues are awsome, i am not a fan of the infocom
games.
Admitedly, I've found comparatively few puzzles in accessible games that are
that sort of level, ()certainly the bavisoft titles and descent into madness
I found easy enough), but of course other people's milage may vary.
then, there are occasions when the engine just makes certain things unclear,
or when you must do some slightly illogical actions. One example of this is
getting the steaks from the shop lady in chillingham. Depending upon what
actions you took, you need to go back several times over in order to
initiate the sequence of events that gets you the steaks and will let you
examine the desk. It's not thatt players are doing anything wrong, so much
as the engine is making life difficult.
to what extent say inquisitor falls into this catagory I don't know, but
we'll see when i get the game, (Iwhich I might do tomorrow).
Beware the grue!
Dark.
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