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Just played an adventure game where you had to use a bone on a woodpecker to get it to make the bone into a flute which isn't really how flutes work and I don't even know why I need the flute honestly, I'm sort of phoning it in and just following the walkthrough's instructions at this point and not even trying. I would have never chosen the bone as the object to make into a flute, assuming I even realized I needed a flute. I had a stick, which seems like a more reasonable object that a woodpecker could magically transform in to a flute.

Anyway, I don't know. It seems like there's two types of adventure games. One where the puzzles are reasonable, such as using a screwdriver to take screws off an airvent, which I solve way too easily because I know how screws work. The other type is making the puzzles totally illogical to keep me from beating your game too easily.
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>>695195687
sovl
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Autism moment.
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Roberta Williams was always drunk when she wrote these.
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did they sell strategy guides back then, or did they just fancy themselves whimsical puzzle masters?
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>>695196113
>>695196132
This game came out in the past year.
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>check out dev's other games
>it's this
Legend of Skye (game in OP) seems to be their second released game, and it looks like this time they at least somewhat tried to hide the fact that they are ripping off LucasArts adventure games.
Anyways, how funny was it, OP?
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>>695196324
Then it's obtuse as a throwback to old Sierra games, not because it makes sense for it to be.
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>>695195687
I guess they were faithful to the source material.
Every older point and click had me walk around, mashing the button to mark interactable objects (not always a feature) and trying out the whole inventory on it to progress when played without walkthrough.
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>>695196324
oh thats cute.
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>>695195687
I used to love Point-and-Click games as a kid but I played one that made me feel like a retard and I stopped playing them forever.

>Locked in a warehouse and the only exits were a window you can't reach and a "Locked Door" covered in chains and a padlock. Examine Door, "This door is locked and cannot be opened"
>Use the Hammer on the Door. "Why would I do that?", Use Hammer on Chains, "No effect", use Hammer on Padlock, "Nothing happens".

I go through every item in the inventory, Matches, Fire, Screwdriver, Old Keys on the Door and Chains and Padlock and nothing. I accidentally clicked on the door and then it says "Use Door" and you open the door which circumvents the chains and padlock somehow.
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>>695196482
Yeah, I don't know. Some of them I might have solved if I bothered to piss around for three days and try everything. Sometimes I have the motivation to just piss around until I figure it out by mistake eventually.

Like this one where the solution was a secret entrance in a random part of the rock wall.
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>>695196632
I had that happen once. I tried everything to get rid of this rope tying up a character. No sharp object seemed to work on the ropes.

Turned out, you can just untie knots. You don't need an object, period.
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>>695196646
It's how they padded out game time. Most of them were like 2 hour games if you didn't stand around not knowing what to do. It's either this or basically making movie games with lots of cutscenes and dialogue even today since you can just refund if it's too short.
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>>695196646
I guess I kind of see the clue now. The snow on the fake rock looks different than the snow on all the other rocks.

So, there was a clue. technically.
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>>695195687
finish death stranding, fagort.
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>>695195687
triggered by the monkey 2 UI but with kings quest artstyle.
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The problem with walkthroughs is once you use it once it's a slippery slope. There is a big difference between beating the game solo and using a walkthrough. There's almost no difference between using a walkthrough two or three times when you've already used it once. It's all the same in the end, because you couldn't do it alone.
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>>695197474
There is no problem with walkthroughs. It's perfectly fine to look up a riddle once you are stuck on it, but you are right that doing it once flips a switch in your brain where you need to be cautious not doing it over and over. Since pausing every few minutes to look a the solution makes it a task and not a game anymore.
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Every time I have to check a walkthrough for one of these games it's something that I've tried to do but the game wants it in a very specific or retarded way.
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>>695195687
Get ye flask lunatic logic is soulful.
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Anyway, I beat it, for what it's worth and I probably solved at least 50% of the puzzles myself. At least that's done with. Game had a sequel hook ending, too. You don't see that too often these days, I find. Usually indie devs are too scared to include stuff like that in case their game fails
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Yes, point and click games have no respect for logic.
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>>695196632
>>695196690
Iirc old Sierra point'n'click games did such tricky solutions to profit on telephonic guide lines. This and having deliberate soft locks if you missed something early in the game with no clue you can't progress anymore. That's why I prefer newer adventure games although this still mean games from 20 years ago
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eh i don't remember police quest 4 and quest for glory 4 being overtly bullshit



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