I can see where people get stumped by a puzzle or situation in a game, but
not within 10 or 15 minutes. And, in a lot of cases, their answer is in the
user's guide which they never even bother to look through. Strategy tips
are one thing, solutions are another.
---
Shepherds are the best beasts, but Labs are a close second.
----- Original Message -----
From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, March 24, 2013 10:33 PM
Subject: Re: [Audyssey] killing replay value - Re: replayability and
Usagameswas Re: Looking For Something New to Play
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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