EverQuest - especially in the classic era (99-02) fit this for me. The quests were delivered through unsaved text interactions with no quest log type feature - epic weapon quests were notorious for requiring detailed notes, notably prior to any walkthrough websites being available. There were also no maps and players were compelled to draw their own for zones and dungeons. I filled multiple Franklin-Covey (sp?) leather journals during my adventures and look at them with much nostalgia.
Return of the Obra Dinn. Indie darling puzzle game where you are an insurance adjuster working on a recovered ghost ship. Very thematic and satisfying to take notes by hand
Second this. If I remember correctly, at some points in VLR, you have to enter some certain passwords to deactivate some certain things or something terrible will happen. But if you play this game on 3DS which has an additional touch screen, you can utilize integrated notepad feature of the game to write down what you need to remember ;-) It is crucial to play these kind of games knowing as little as possible, so I won’t disclose any more details.
Three very different games I actually took notes for :
La Mulana. In the “modern” version you have limited memory space to save some of the many texts you find, but you’ll need more than that to solve the puzzles anyway. Good luck trying to scribble the weird pixelated symbols on your notes, too.
I play Shin Megami Tensei games with notes to optimize fusions, when I have a particular demon in mind and I want them to inherit the right skills. Later games let you see fusion results, but only one step ahead.
And then there’s spacechem. I love Zachtronics games in general, and all the following ones tend to be progressive in difficulty and let you experiment from a good enough solution to better solutions. As the first, less refined one, spacechem is special. Before long it needs planning and calculations to even get something that works.
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