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.
I hear Lorelei and The Laser Eyes was specifically designed around the idea of the player using a physical notepad to help solve the puzzles. Recently released and reviewed strongly, you should check it out if not already on your radar.
It definitely does, and I’ll second the recommendation, but at least one set of puzzles only really requires the the notepad because they didn’t give you sufficient software tools in game, not because it couldn’t be done well in game.
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
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.
bin.pol.social
Aktywne