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> It's the same issue with a lot of the 1990s adventure games: insane troll logic with regards to inventory items you've picked up along the way. No rhyme or reason to it, forcing you to just savescum and brute force
:alexjonesdemons: GODDAMMIT
'Nam flashbacks.
No, I know exactly what you mean and old-ass text-based adventure games did that shit. Those games, though, were played at a time when you were in the machine room with the other college students or you could just call up the author because the phone number was on the floppy, but it survived way past that point. It was probably already ingrained deeply enough in Sierra's culture that it never occurred to their game designers to do anything else way past its relevance.
> One of the 'Gabriel Knight' games had a part where you had to make a fake mustache out of . . . cat hair and Scotch tape
Sid Meier said that a game is a series of interesting decisions. I think that's as good a definition as any, but it excludes most of the point-and-click adventure games.
> King's Quest V locked you out of completing the game if you hadn't picked up a fishhook earlier on in the game, used said hook to get a piece of moldy cheese out of a location you are only temporarily thrown into, and then you have to somehow figure out that you need to use that cheese to power up a magic wand
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