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PostPosted: Thu Feb 15, 2018 11:35 am 
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BadWolf wrote:
To that end, game help and hints will not be enough. It is not a satisfactory experience for a player to consistency refer to help in order to make progress in the game. There is nothing wrong with a large game, or even a difficult game. Everyone loves to be challenged now and then. The real issue becomes - how does a game respond when the player has seen all he can see, learned all he can learn, and now is stuck wandering aimeless around hoping to stumble upon the right combination of puzzle solving tasks. It is so much easier to jump into another game at that point.


I'm not 100% convinced of this, simply due to the revival of point-and-click graphic adventures. And while modern versions of such games tend to include some help, there's still quite a bit of you-can-get-stuck vibe going on.

It may be a "pick your hurdle" kind of situation - putting in graphics and an easy interface makes it so the player is more willing to get "stuck", whereas text-and-parser adds difficulty upon difficulty and the audience isn't large enough willing to put up with both.

I should also point out it isn't unilaterally true that "people won't make time" - I have a lot more patience for playing difficult games now than I did when I was a kid. This is partially due to my blogging experience, but some of it is I just consciously consider adventure games to be a sort of oasis where it's worth it to slow down.


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PostPosted: Thu Feb 15, 2018 12:27 pm 
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I'm pretty sure Invisiclues of the form "What am I trying to do on Day 2?" would give me, personally, 80%+ of the value I'm looking for, and would in no way ruin the game for me. I just want to know "there's a puzzle over here, and you can solve it now."

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PostPosted: Thu Feb 15, 2018 1:16 pm 
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Admittedly, both Textfyre games had Invisiclue like interfaces. I never really heard from anyone if they were sufficient, but not hearing is probably a sign that they were.

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PostPosted: Sat Dec 08, 2018 5:01 pm 
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Alas, UHS hints (an invisiclues-style system) seems to still exist but no longer be expanding, and charges for readers rather than going open-source/crowd-sourced and tip-jar or something.

Maybe it would be reasonably possible to put together a wiki-like clue site and collectively try to populate it, at least for popular games. I know I try to write progressive hints when I hint people here, because it's fun.


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PostPosted: Sun Dec 09, 2018 5:48 am 
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Joined: Sun Jan 15, 2012 5:55 pm
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I disagree a little. Anchorhead should not be approached in the mindset of a zorkian adventure. It is true that the game lacks handholding and some character motivation because of the time it was created, but the goals are there: get the key, find a newspaper for your husband, find now your husband, etc.

Anyway, I digress... Anchorhead was praised because of the organic design: you just must explore and uncover the mysteries of the family, manor, and town. Come on! it is even less puzzly than Christminster!

So, added to all that, it is a difficult game, so yeah, why there's no invisiclues built for this game! Damn! I'm even playing Curses right now and there's no invisiclues for Curses! What are we doing as a community!?


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PostPosted: Sun Dec 09, 2018 2:14 pm 
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Writing walkthroughs rather than invisiclues-style systems, mostly. :)


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PostPosted: Mon Dec 10, 2018 7:38 am 
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:) I was joking but... continuing with it as it was a serious question... That's what player need or want?

I don't want to read a step by step solution of Curses. I want invisiclues!

Don't you think they are best?

I like well-indexed walkthroughs, hmmm, but I prefer integrated progressive hints (I've finished recently Gun Mute).


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