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
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
Mirror’s edge
/s
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
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?
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
Probably just a comment on the moon logic puzzles in some of the games. And yea, Sierra had their own hint line to call. Or write in
Riven
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.
Any metroid game.
Most 90’s and late 80’s point and click games (Sam and Max, Full Throttle, Monkey Island, The Dig, Loom, Maniac Mansion, Day of the Tentacle, Indiana Jones and the Fate of Atlantis, Zack McCraken and the Alien Mindbenders, Kings / Space quest, Dark Seed, Beneath a Steel Sky)
Dark Seed was old school hard and explained nothing. Gave up multiple times, wasn’t playable for me. Sucked because I’m a huge fan of H.R. Giger.
Old DOOMs up till 64. Halo 1 was also very repetitive in its lookalike hallways and got me lost multiple times. I don’t miss the get lost mechanics of these games. Especially in doom where the function of the many look alike chambers was unknown to me so the architecture made no sense.
Halo 1 was never difficult with Cortana telling you were to go and the waypoint on screen. Assault on the Control/Two Betrayals has arrows on the hallway floors and I never got turned around in The Library.
If you really want labyrinth level design from Bungie, the Marathon series is were it’s at and completely explains why there’s so much hand holding in Halo CE.
OMG! Yes! classic doom had some of the most frustrating level designs. I started to hate the game after being lost forever on some maps.
Morrowind, but in a good way
I still remember the first time playing morrowind and being blown away by the freedom. For some reason my clearest memory of that game is a dude falling from the sky and splatting. Then I stole his magic boots and died the same way.
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.
The number of times I totally overshot distance based on the quest description and ended up in the Ashlands…
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.
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.
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.
Quality design will show you the important parts early on without needing to explicitly state them. Leaving that out in sequels is poor design.
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
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.
I had the Old Ninja Gaiden i believe on some Collection for the PS3 growing up. Maybe it was just my age but i could never figure out what the hell i was supposed to do. There were a few games like that in the collection now that i think about it, like Echo the Dolphin and some top down rpg like thing
This is an extremely specific situation in a game, but…
In World of Warcraft, back in the day, there was a dungeon in Outland, I believe it was Helfire Citadel. It wasn’t particularly hard, but if you died, you were screwed. The way dungeon deaths worked was your spirit would spawn in a graveyard out in the regular world, and you would have to run your spirit ass back to the dungeon entrance to respawn. But finding the entrance to Helfire Citadel was so difficult I told the group if they don’t rez me, they’d have to just kick me, because I’d never make it back in. It was awful.
There is a reason that as long as Hellfire Citadel has existed, the first Google auto complete suggestion is “Hellfire Citadel entrance.”
Lots of the vanilla WoW instances was like that. Often the way to the entrance was populated by the same level elites as the dungeon so you had to run a gauntlet just to get in.
The Deadmines and Uldaman comes to mind. And since you spawned at the entrance you had to dodge and sneak past patrols avoided on the run. Gnomereagan and Maraudon and parts of Dire Maul was very maze like if my memory serves me right
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.
Unreal 1 (not Unreal Tournament), some level were a bit too labyrinthic