The X-Files Game
filfre.net
filfre.net
If I remember correctly, it did have a showstopper in, not sure if intentional or not. At the very beginning, when the reporter asked you for information, and you don't give any ... later in the game (in the ship) when you need her help, the game just can't go forward. And you have no idea why, because nobody tells you.
This is so stuck in my head as a very bad design choice, if it was intentional.
I remember at least two of the Police Quest games having similar breakage, where you just couldn't go forward after putting 20+ hours into the game, because of a choice you made early on.
Given media storage capacity and computational limits, a lack of internet, and the scheduling dictates of boxed software...
I remember playing games much longer, before the next one was available.
Consequently, design choices that seem sadistic now were part of the replayability.
In the same way that shmups, bullet hell, and insane platformers (and more recently *Souls) all have their own fanbases.
I never did finish the game, even though it was the only game I'd have in a few months. Injustice is injustice, and players resent it.
The latter at least had a different flavor of "Well, I shouldn't have done that." Even if unknowable at the time of choice.
Itself probably a legacy of sadistic DnD DMing, where players survived despite the odds.
Though I too remember quite a few games having out-and-out bugs that locked their primitive progression state machines.
Usually of the "This thing happened because you did / didn't do that thing" format.
E.g. the infamous bomb detonating your police car, if you didn't first walk around it to complete an inspection (something no one would have thought of the first time) or the myriad of ways to arbitrarily die in Kings Quest by walking onto the wrong screen
If you played Sierra adventure games... that was just part of the schtick tho.
I wonder what percentage of that was given to death scenes in Sierra games? In e.g. Space Quest 3, there were a lot of gruesome, unexpected ways to die.
And killing the player and making them replay the game adds a LOT of playtime.
Also, and probably more importantly, I feel like gamers' attention spans and tolerance for bullshit was higher. We mostly played games because we were bored. If not {game}, then what?
We didn't have access to the everything, whenever, wherever post-mobile-internet, on-demand world. The web was slow, static, and sucked for ~1980-2005. (Flash was a poor substitute for real games)
That's a fascinating question though... how much disk space did death scenes take up?!
I know in Another World it's non-negligible. :D
https://www.filfre.net/2024/09/the-truth-is-out-there-part-1...
https://www.filfre.net/2024/09/the-truth-is-out-there-part-2...
The truth is out there.
(Reservations and deposit required)
Also, RIP Jordan Lee Williams, aka Agent Craig Willmore.