@bananasfoster said:
Well, I mean, see, you're doing exactly what THEY are doing.
Yes, Gabriel Knight had a stupid puzzle where you used cat hair to make a fake mustache. That was ridiculous. But that is almost the worst example of moon-logic in an ENTIRE GENRE of games.
There's a part in Zelda Twilight Princess where a girl needs you to get her cat back to her. I spent HOURS trying to get the cat back to the girl. I tried picking it up and taking it to her. Didn't work. I tried leading the cat with fish, since it followed you. Didn't work. I tried pushing the cat with the physics of the game. Didn't work. Nothing that made sense and actually solved the problem, would the game accept. But I don't blame ALL ZELDA GAMES for that stupid scenario.
To say that most adventure games feature puzzles that are random or don't make sense just isn't true.
In King's Quest 1, the game that started the genre, you kill a dragon by throwing a knife at him. Or you can use a ring of invisibility to sneak by him. or you can use a bucket of water to extinguish his flames when the tries to burn you. None of that is confusing, obtuse or makes little sense. YES Money Island has a dumb puzzle where you use a rubber chicken with a pulley on it for some purpose... but that's THAT GAME'S fault. (I actually never liked Monkey Island, so I tend to bring up the "put the banana in the jetpack" puzzle from Space Quest when I want to talk about dumb puzzles...)
I am mostly agreeing with the GB guys because I had similar experiences to them?
Of course many games have had sticking points and obtuse puzzles, but the difference is that Zelda had fun gameplay based on combat and generally decent puzzle solving so that one puzzle stands out as a bad thing artificially gating off other good parts of the game that are fun to play. Adventure games, the puzzles generally WERE the entirety of the gameplay, so that when there were bad ones, and there were a fair number of bad ones, they constituted the main gameplay gone off the rails. It's more akin to there being a boss that you can't hurt except with a very specific weapon that's very hard to find, and there are no hints in the game as to where it is. That's terrible game design and was routine for adventure games.
My original post said that about 90% of the puzzles in most games were reasonable and could be solved just by thinking, so bringing up a clever puzzle with multiple solutions doesn't sway me because yes, those existed. But then in the King's Quest games there were often ways to make the game unwinnable by forgetting to pick up a specific item or using it in the wrong place or whatever, and there was often little reason to think to look for the item or to think it couldn't be used earlier. That's terrible game design, especially in an adventure game where going back through puzzles you've already solved is not fun (unlike, say, having to replay a section of Mario because you ran out of lives.)
This was compounded by the fact that traveling around adventure game environments often took a long time, so if you wanted to try a solution you thought of you might have to spend 10 minutes just walking through the environments to get to the place where whatever you wanted to try was. And traversal in adventure games was not fun, it was just clicking over and over.
Maybe you just have a higher frustration tolerance and enjoyment of trial and error than the GB guys (and me) and that's fine, but my experiences with adventure games frequently involved horribly annoying sticking points that took HOURS to get through, and when you found the solution you weren't like "Oh that's clever, I should have thought of that" you were like "Game designer X you are a real piece of work!"
To boil the criticism down...almost every adventure game at some point or another would involve searching for a needle in a haystack, revisiting environments and talking to people to find the one item you missed or conversation option you neglected. Those were never fun and while they didn't constitute a large percentage of the puzzles in the games they constituted a large percentage of the gameplay time, because the puzzles you could solve logically were quickly dispatched with. Maybe if I played the games in the age of Gamefaqs it would have been less of a problem. As for the games that didn't have obtuse puzzles like that? Those are the best in the genre and the ones that hold up.
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