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Snailpope, do games w What are some good examples of "Where the fuck do you go" kind of games?

Silent Hill 2 - dropping canned juice in the laundry shoot. Weirdest mechanic I’ve ever seen, nothing pointed to do it, just finding the juice was weird, how was I supposed to know to put it down the laundry shoot of all places. My friend who got me to play it watched me wander around the apartment for like 10 - 15 mins, getting more and more confused and frustrated before telling me what to do.

Denjin,

Chute

Snailpope,

Thank you, my wife wasn’t reading over my shoulder to correct me at that moment.

You_are_dust, do games w What are some good examples of "Where the fuck do you go" kind of games?

Metroidvania games can be pretty good for this sometimes. One that really got me was Bloodstained: Ritual of the Night. You have to get an ability to progress at a certain point that is a random drop from an enemy. Any game that relies on RNG for progression is going to make me go running in circles. I love the game, but did not love that part.

MudMan,

RotN doesn't have any progression requirements that aren't scripted drops, off the top of my head, but I could be wrong about that. What ability are you thinking of?

Dawn and Aria of Sorrow do, but in fairness those are communicated in other scripted drops and are part of the "get the good ending" puzzles.

You_are_dust,

I’m pretty certain it’s an enemy drop I’m thinking of. I think it’s from a fish that allows you to go under water.

MudMan, (edited )

Oh, man, you may be right. I've gone back and forth the Igavanias so much I definitely don't remember which "go underwater" upgrade goes where.

Gonna look it up because it's gonna kill me otherwise.

Okay, yeah, got it. I remember now. They do a weird thing in that one where you have a bad way of moving underwater by using a weapon and you unlock the proper walking underwater thing after. So yes, you do need to kill enemies to get it as a random drop. It's a super high drop rate, though. I think I didn't remember because you have to be fairly unlucky (or be speedrunning and not killing enemies, I suppose) to not get it naturally, but you are correct.

cecilkorik, do games w What are some good examples of "Where the fuck do you go" kind of games?
@cecilkorik@lemmy.ca avatar

I’m gonna have to go super old school on this, because I think gradually games have gotten progressively better about this as the art form advanced. The absolute worst for this that I know of for this has to be “Below The Root” which, despite this point of criticism was a mind-blowingly advanced game for its time, arguably the first real open world CRPG. I have no idea how anyone could’ve legitimately completed the game without either using a guide or playing it over and over for years to learn every possible route of progress. I think the confusing nature of the world was in fact simply because nothing of that scale had ever really been attempted before and there was absolutely no precedent for how to adequately guide players through it.

The world was, for its time, truly immense and sprawling with a multiple screen interiors for most buildings, a full cave system hidden underground, ladders and secret platforms aplenty. You could converse and trade with various NPCs in houses and wandering around on many of the screens. And when I say “screens” you have to keep in mind I’m talking about something this size. That is not a lot of context to work with for navigation.

It’s also full of secrets and hidden things, and like many games of the time you will need to find and use pretty much all of them, in pretty much a specific order, to actually complete the game. I can’t even describe how insane the sequence of events you need to do to actually complete the game is, this guy uses a guide and save states but I think it illustrates the general lack of clear guidance in almost all cases. Combine that with the fact that you “die” easily, your inventory is extremely limited capacity, and did I mention you’re on a time limit? Because the “goal” of the game is to rescue a guy and if you take too long, he dies and you can’t win anymore!

Many naive players (myself included) weren’t even convinced it HAD an ending and just kind of played it endlessly like it was some early version of The Sims.

inferni_advocatvs, do games w What are some good examples of "Where the fuck do you go" kind of games?

Daggerfall

MudMan,

Such a great hangout game. As a kid with a vivid imagination and not enough English understanding to follow the plot I enjoyed my time just roaming around crafting spells and exploring samey dungeons a whole lot.

brsrklf,

I got certainly the most lost I’ve ever been in a game in a Daggerfall dungeon, trying desperately to find the tiny wall tag that’s supposed to be the exit.

Those are torture.

swagmoney, do games w What are some good examples of "Where the fuck do you go" kind of games?

Halo ce campaign.

crawancon, do games w What are some good examples of "Where the fuck do you go" kind of games?

it looks like I get to be the one that mentions:

ET on Atari2600

Rhynoplaz,

Obviously, you go home.

Emil_Zatopek1982, do games w What are some good examples of "Where the fuck do you go" kind of games?

I am playing Dark Light at the moment and I don’t know where to fuck should I go?

Ulrich, do gaming w I’m in dire need of a new monitor but, it seems, it is harder to find a good one than I thought.
@Ulrich@feddit.org avatar

Q-OLED and kind of fell in love. Was ready to purchase one until, I was not. I found out it’s not a good match for productivity usage due to burn-in issue

This is an old view carrying over from old monitors. It wasn’t much of an issue before and definitely isn’t now. People have been trying to intentionally burn in OLED monitors to show how difficult it is. Like, leaving it on the same bright image on full brightness 24/7 and it takes months to generate any sort of noticeable burn-in.

unknown1234_5, do games w What are some good examples of "Where the fuck do you go" kind of games?

every Metroid or Castlevania game, to the point metroidvania is a genre.

spankmonkey, do games w What are some good examples of "Where the fuck do you go" kind of games?
@spankmonkey@lemmy.world avatar

Hard to recall them since I tend to drop them when I get stuck. If I look up a hint and find out it is something that never had any previous hints to figure out I also drop the game because nothing is more frustrating than guesswork.

octobob, do games w Oblivion Remastered - Bugs, Glitches, and Fixes

Brother Jauffre and Martin were following me on horseback to cloud ruler temple.

Jauffre’s head texture stretched about 20 feet out from his body haha

GusTheBard, do games w Recommendations for "girly" games?

Even as a guy, I love the new Hello Kitty game.

My significant other loves it even more. Lmao

Hello Kitty Island Adventure is similar to a very relaxed cross between Animal Crossing and Breath of the Wild. There are elements that depend on time passing in the real world such as socializing, holidays, and getting certain resources, and there are also a lot of very funny and cute storylines featuring all the Sanrio characters. You don’t need to be initiated into them to have a nice time (I sure wasn’t).

There’s no combat, but there are many other systems and areas to unlock that make the game feel deeper than it originally looks.

It also has multiplayer, if that’s something you’d use!

sugar_in_your_tea, do games w Game design question : how to make a "trapped" player character?

This sounds a little like the AC formula. In those games, I don’t really feel like I’m in the animus, so I think direct control over the hero should be thrown out, otherwise the bits where you’re not controlling the hero will feel out of place.

Inscryption is a very different game and I certainly felt more trapped, especially in the first third of the game. In that one, there’s an ever present reminder that you’re trapped, and there’s interesting stuff to so outside the main gameplay loop.

So you need to play as the princess and make interaction with things other than the hero fun, but not so fun that you don’t want to be rescued. I think you also need some kind of peril to give urgency as well. Some ideas:

  • elements from Prey - hide from your captor when helping your hero
  • puzzles and whatnot in your prison
  • periodic checkins - i.e. need to be in certain places at certain world times
  • limited control over your hero
awesomesauce309, do games w Game design question : how to make a "trapped" player character?

It’s the exact opposite of trapped but what about something like this old comic

https://midwest.social/pictrs/image/e94f73d8-339f-4806-b2f3-95c7997762fa.png

Where the princess is in cahoots with the dragon. Maybe there are evil knights coming to marry her, and she needs to create a path for Prince Charming.

Rai,

I choose to marry the dragon

DoGeeseSeeGod,

It chooses murder

Sylvartas, (edited ) do games w Game design question : how to make a "trapped" player character?

You have to do some work for the tower’s master and/or you need to gather informations for the knight. That could be stuff like cleaning their orbs so they can ponder them later, preparing/finding magical critters to be used in their potions, putting away his stupid sentient magical artifacts that keep trying to escape or do some shenanigans… Whatever. And try to gather information/find escape routes etc. But imo if there is some knight gameplay, it should be a minor part of the experience, otherwise you will indeed feel like you’re just playing the knight.

Edit: I think you could still have a fair share of knight gameplay if you make the princess gameplay some sort of walking sim where you wander around the tower, possibly under time constraints, and when it’s over, your have a knight section. You can figure out tons of way to make these gameplay segments interact too. For example there could be roadblocks to the knights progression that require the princess to do/find something. That could be mixed with Libra’s idea of having the princess cast spells and do other stuff during the knight’s segments, by having the player find the spells/artifacts required during the princess segments

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