bin.pol.social

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

The princess has to find out where she is and how to get there and communicate that via a magical bird to her castle. She can find all the info in the magical tower she is in. Like a point and click adventure/escape room. The game should be full of puzzles the player needs to solve to procure more information for her knight in shiny armor.

burgerpocalyse, do games w Recommendations for "girly" games?
murmelade, do games w All of this month's 'free' games with Prime Gaming

Free*

*Not free

PerfectDark,
@PerfectDark@lemmy.world avatar
  • Sign up for a month for their free trial, use an email mask if you’re so inclined
  • Claim the games, which again - you get to keep forever
  • Cancel the subscription

Rinse and repeat. Literally the definition of free. And don’t act like I didn’t remind users that this is done via an Amazon Prime subscription, there is no subterfuge here.

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

TLoZ: Spirit Tracks had you control Link primarily but you used Zelda’s ghost to possess things, help you fight, and solve puzzles. It would be hard for a solo dev, but you could have a knight with an AI that proceeded based on what paths you unlock for it. So the princess would be some sort of astral projection I guess. But then, you wouldn’t really feel trapped. Maybe you need to hide your activity from the dragon or distract it for a stealth aspect or resource management. You would need to balance swapping back and forth between your body and helping the knight. Might be easier to settle on an in-universe justification after figuring out the core gameplay.

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

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
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!

bjoern_tantau, do games w What are some good examples of "Where the fuck do you go" kind of games?
@bjoern_tantau@swg-empire.de avatar

Unreal. I stopped playing when I couldn’t find the exit.

Edit: But to be honest that was kind of the norm back then. I hated Half Life for popularising the more linear level design.

MudMan,

I don't know, man, I ran around hugging every wall of deserted Doom and Wolfenstein 3D levels that a) noclip became the default way to play those games, and b) Half-Life felt like an amazing breath of fresh air.

Well, Quake 2 did, I guess. Half-Life felt like the next-gen take on that idea.

Zos_Kia,
@Zos_Kia@lemmynsfw.com avatar

My pet theory is that the whole “liminal” trend got triggered by that feeling you get walking around areas of hell you’ve completely decimated.

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

hank_the_tank66, do games w What are some good examples of "Where the fuck do you go" kind of games?

Zelda: Link’s Awakening on the GameBoy Color in the mid-90s. I got to the second temple, and was totally stuck - to progress I needed to learn to jump, which I inferred was in this temple, but I just couldn’t figure out where it was.

Wandered all over the available map, which of course was constrained due to lacking the jump skill and other story-driven tools. Nothing.

Finally bought a game guide, which explained to me that I needed to bomb a wall in one room in the second temple to progress. It was indicated by a small crack, a staple in Zelda games but invisible to me in my first experience with the series.

The cherry on top was that by that point, I didn’t have any bombs to break the wall, and I recall that I didn’t have the ability to buy or acquire any and had to restart the game to progress past the point where I was stuck.

After that point, Zelda: Links Awakening became one of my favorite games of my childhood. It is hilarious how much frustration it caused me before that realization.

naticus,

Some games really do depend on learned conventions from previous games which can feel a bit unfair to the uninitiated. It’s a double edged sword of avoiding too much tutorializing vs alienating newcomers.

spankmonkey,
@spankmonkey@lemmy.world avatar

Quality design will show you the important parts early on without needing to explicitly state them. Leaving that out in sequels is poor design.

MudMan,

Yeah, well, the original Zelda flagged bomb spots even less, so...

It's weird to me that Simon's Quest gets so much grief for this when Zelda 1 and 2 (and particularly the localized version of those) were full of that exact "defer to the guide" nonsense.

In fairness, some of that stuff comes from trying to play older games out of context, since a lot of tutorializing used to happen in the manual, but not on any of those NES examples.

InverseParallax,

OG LoZ was just:

Step 1: “Here’s a rusty stick.”

Step 2: “Kill God.”

caseyweederman,

I’m playing Oracle of Ages for the first time in a while, and it is not great! The level design is flawed. The eighth dungeon is a a dark room, some ghosts, and a hint owl that tells you to “attune your ears to the sound of sword on stone” which, right, standard Zelda fare, good of them to make explicit the reminder. But none of the walls clank! You need to push one of the non-pushable statues out of the way, in the dark, to even expose the bombable wall. I went over the whole place twice, and then thought “oh maybe they’re doing a cool metapuzzle thing and I’ve got to leave the dungeon and bomb a new entrance” so I went out and tested the whole area with my sword and then bombed everything in case I was just misinterpreting the clank sound.

The underwater dungeon had the interesting raise/lower water level mechanic, but I explored in loops for an hour before looking up where to go next. I’m not saying it’s supposed to be easy, I like a challenge, but it felt like the layout was deliberately withholding information, which is bad design.

The Long Hook is an upgrade for the Switch Hook. The improvment is marginal and the puzzles that require it feel confusing (I finally have the tool for this but it’s not working (before you know about the L2 version)), forced (this is the same puzzle but the anchor object is two tiles further away) or frustrating (oh of course I was supposed to know about the offscreen anchor).
The Long Hook has an entire dungeon dedicated to it.

It seems all my fond memories are actually from Oracle of Seasons. I wonder if they had parallel teams working on them.

SkunkWorkz,

I sorta had the same problem with Ocarina of Time. Was stuck in the Deku Tree basement. Didn’t know you had to use a stick with fire to burn cobweb. I thought the game was broken and was thinking about returning the game until I accidentally solved it by fucking around. Not sure if Navi explained it or not, but my English wasn’t very good when I was 10 and the game didn’t had my native language as an option.

uninvitedguest,
@uninvitedguest@lemmy.ca avatar

Yeah Link’s Awakening is the one that came to mind for me. Even after having beaten it, the next time I played it I would still get stuck.

chunkystyles,

When I was 5 or 6, my grandmother got a NES and three games. One was Crystalis.

Me and my two cousins played the game in turns, and we eventually got to the first boss, which was quite an achievement because there are puzzle elements to the game.

We could not beat this boss. Several years later, I have my own NES and I borrow Crystalis. I’m pretty sure I got to that boss again and realized something. Hitting him produced a sound that no other monster had. It sounded like hitting solid glass. I finally intuited that I wasn’t strong enough and leveled up to level 3, and wouldn’t you know it, I beat the boss.

It’s one of my all time favorite retro games. It was so ahead of its time. Worth playing if you’ve never tried it.

brsrklf,

Back then on my GBA I got stuck in a Zelda Oracles dungeon for quite some time until I looked up what I was supposed to do. Turns out there was a hint, I had read it, but it was mistranslated and was garbled in my language.

It’s supposed to tell you running makes you jump farther. Translated text doesn’t mention jumping and instead sounds like a weird nonsensical idiom about “travelling far”. Specifically travelling in the sense going on a trip, not just going from place A to place B.

SolarMonkey,

I had a similar problem with ocarina of time (and lemme tell you having to run around in not one but multiple times was a… blast…)

It was the first Gannon fight where you shoot the paintings… I’d never played a Zelda game before and it took me ages to give up and look it up (thankfully this was after the internet was born, and walkthrough sites were all over)

bravesirrbn,

I got stuck in the first dungeon, because one room required pushing two blocks together but I didn’t even think any of these blocks could be pushed at all!

Bought the official guide book a bit later

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

That’s my experience with 99% of old school point and click games. At some point in every one it devolved into me running in circles and trying every item on every object.

bjoern_tantau,
@bjoern_tantau@swg-empire.de avatar

When I played Day of the Tentacle I got stuck. Eventually I caved in and ordered the official hint book. Mind you, back then this entailed mailing a physical letter and the money somewhere. I guess my parents helped with that. And then you had to wait for your order to arrive. And the post was a lot slower than today.

I waited weeks for the book to arrive. And then, the day before it came, I finished the game. Use physics book with horse was the last puzzle I needed.

But the money wasn’t wasted entirely. The game’s story was written down from the pov of one of the characters. Pretty funny.

madame_gaymes,
@madame_gaymes@programming.dev avatar

What a solid game and experience. I’ve played through it so many times, and I can’t ever get over Bernard’s voice actor being Les Nessman from

ragebutt,

Yeah, basically every game that runs on scummvm is a good candidate here: leisure suit Larry, kings quest, police quest, the dig, sam and max, Indiana jones and the fate of Atlantis, all the sierra and lucasarts ones

Myst series is another good one. Journeyman project trilogy. These all ruled when I was like 12 years old

I miss when games were confusing and aimless by default. I know there are still games like this but I feel like the default now is a game that’s like “oh hey, go down this hallway full of locked doors! Except one door is unlocked, that’s a secret area, good for you! But otherwise go down the hallway to the next hallway!”

zerofk,

Also the end of the hallway is glowing, and there’s a pulsating dot on your minimap. And if you take 5 seconds longer than needed, your character says to himself: “maybe I should go to the end of this hallway”.

simple,

Oh man, king’s quest. Those games were literally impossible without a guide and you needed to go to areas in very specific steps to not softlock the game.

ragebutt,

All those old games were so punishingly hard

You’d play leisure suit Larry or whatever and get 3/4 of the way through and get stuck. Then you’d check a walkthrough and realize you didn’t check the trash can on the first screen of the game for a key item and now you’re fucked and literally have to start over from the beginning

Or you’d get to a death condition and get a screen that just mocks you: remember to save early and save often!

impudentmortal,

The worse is when a solution seems obvious but doesn’t work. Then you lose your mind clicking everything until you get the actual solution.

Landless2029,

Never had this issue with monkey island games…

DoucheBagMcSwag,

I gave up on point and click games when the solution to a problem in Monkey Island 2 was to put a fucking dog in your pocket. Even the look Guybrush gives when he stuffs the dog in is like "bet you didn’t think to do that initially huh…?’

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

Casper the friendly ghost

letsgo,

I played Thing on a Spring a lot but never completed it.

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.

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

Fallout 1: If you play it going in blind and don’t look up help, a first playthrough can be stressful early on if you don’t know how much progress you are making on the time limited main quest.

Kenshi: The game doesn’t have quests or main goals, so it is up to the player to figure out what they want and how to get it. Certain game areas are lethally dangerous, factions can be angered if you don’t figure out their customs, and even in less lethal areas being beaten and crippled by bandits is a real problem.

Peffse,

I hate timers on games that give you little guidance. People claim that Fallout 1’s timer is too lenient, but I ended up replaying (and failing) the game twice and still not coming close to finding the water chip. Also, the game constantly reminds you “We’re all dying, hurry up! Every minute you take is an other life lost!”. Same reason I dislike Lightning Returns.

Sanctus,
@Sanctus@lemmy.world avatar

The Gang Gets Abducted by Religious Slavers for Not Joining The Book Readings.

Quetzalcutlass,

The funny thing is being enslaved by the religious zealots is one of the best starts you can pick in the game. You’re stuck in a quarry doing backbreaking work (which levels strength), are fed just enough that you won’t die (acquiring food is normally a nightmare in the early game), and most importantly the guards won’t (intentionally) kill you, only knock you unconscious if you misbehave. Which matters because taking damage is how you train toughness, making it one of only a few places on the entire world map where you can train it without a high risk of death.

And it gets better. Every night after your shift you can sneak out and practice lock picking on doors and slave shackles and assassinating sleeping guards (since failure only results in a beatdown), which combined with the strength and toughness grinding leads to you becoming a ninja powerhouse by the time you escape.

10/10, would lead a slave uprising again.

TriflingToad,

hell yeah kenshi mentioned. Honestly the game feels like ‘slop’, but is fun as hell also in an old-school RuneScape type of way

excited for the 2nd game on unreal engine (but small dev team, might take couple more years)

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

Can I say half life?

cecilkorik,
@cecilkorik@lemmy.ca avatar

You certainly can say it, but I’m going to have to mostly disagree it’s a good example though because I felt Half-Life was very linear. What it did do a good job at was creating a convincing illusion of non-linearity, which I can certainly see some people getting lost in occasionally, but probably briefly (unless you have particularly poor navigation abilities which some people definitely do). It can be especially bad once you get to Xen, which felt deliberately confusing and not really the greatest section of the game for a lot of reasons.

kayzeekayzee,

My first playthrough of Half Life 2, I bailed from the boat when it got stuck on the wall in a section with lots of guns. I continued on foot through two more loading zones until I reached a section that required the boat to progress, so I walked all the way back to get it lol

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