The rankings are based on criteria like how far the game lets you go after making a get-stuck choice before you realize you're stuck, and whether that realization comes with clear information about what the wrong choice was.
The rankings are based on criteria like how far the game lets you go after making a get-stuck choice before you realize you're stuck, and whether that realization comes with clear information about what the wrong choice was.
A young 8-year-old me, playing Police Quest for the first time. Sits through the briefing. Gets the gun, the ammo, the briefcase, from the locker room. Grabs the car key. Heads out to the parking lot, gets in the car, starts driving... and immediately dies: "you failed to perform the prescribed vehicle walkaround."
A bit of a "gotcha" for sharewareing the game, because said prescription was in a manual I definitely did not own (remember the games that would ask you for, say, the third word of the tenth page of the manual, as a form of DRM? brilliant.)
NO PROBLEM: ASSIGNMENT RECEIVED: I WILL SAVE THE GAME EARLY AND OFTEN!
Begin another playthrough. Lather, rinse, repeat. Play for several hours, carefully save scumming my way to glory: I have built a complex ladder of 10 save slots that I am slowly rotating through. Then the action gets heavier and heavier, and the saves come faster and faster, until the climax of the game, where you have the Death Angel cornered. "Radio for help."
And there it says: "With what radio?"
The one I had left back at the station, I don't know, 10 hours ago? But that's okay, because I can head back to the station and grab it from one of my convenient saves!
No, no I cannot. I have over-indexed and let fear win the day and save scummed myself into oblivion. The earliest save is in a walking-dead state as well. I am toast.
I died a bit that day. A painful lesson for an 8-year-old to learn. As Bennett Foddy says in his Getting Over It soliloquy, "When games were new, they wanted a lot from you; daunting you, taunting you, resetting and delaying you. Players played stoically. Now everyone’s turned off by that."
I am now thinking if you can pull off an adventure game where some puzzles require editing the save file. It would be pretty tricky to make it understandable to most people. Now that I think about it, I wouldn't put it past Deltarune to eventually have an easter egg that can only be reached from a save state, which is impossible to achieve through normal gameplay. I know it doesn't have one right now, because all the scripts have been examined in depth and nothing like that was found.
Also, past the weird bits, there isn't anything there. I have no reason to care for these characters. It feels like a vertical slice of a longer game, or a proof of concept.
DDLC has a really cool idea that should be tried again, in a way that remains consistent within its game world, with more character depth and a longer story.
I remember I could not get the obscure nonsensical spells right in KQ3 but I could sort of skip past them to see most of the plot.
That sounds like me….
Legit, the pre-car inspection and the radio killed me
Remember it like it was yesterday
Kind of interesting for humans that things like this which at the time are so painful can be amazing to reminisce about years later.Here's a friendly reminder you can play Police Quest in your browser, right now:
The one exception to the above was the Hitchhiker's Guide to the Galaxy game, which can fuck right off.
Most old games had a very short gameplay, single digit hours. They had to be challenging by any means so the player gets their money's worth.
There was also the conspiracy that publishers made a lot of money with selling strategy guides back in the days.
The scene in the park indeed requires the radio. It's not very climactic though; you're just arresting some drug dealer, not confronting Death Angel.
But also, you die aplenty in a FPS game.