PixelBoy: If dead ends and everything else had been considered bad ideas back then, wouldn't the industry have abandoned them after a couple of unsuccessful tries, wouldn't reviewers been bashing them, and end-users avoiding them?
You are saying:
"because [thing A]
(= dead ends in games) existed (at a certain time), AND because [thing A] was not considered a general cause for thrashing games, [thing B]
(= reviewers/players loved dead ends) must be true".
But that assumption is wrong.
Reviewers may have simply not encountered dead end(s) in their playthrough of a game, so they could hardly criticise a game for having them (
don't forget: reviewers of magazines often received walkthroughs and/or cheat codes along with the games, so they could actually play through them in time for the printing deadline).
But either way: that a possible(!) dead end existed, didn't necessarily spoil the fun of playing the game in general (
as you yourself will prove further down with your SQ and LSL examples).
If a serious dead end existed, it most probably got mentioned in one of the many "tips & tricks" columns in the gaming mags of old.
And thus could be circumvented by the players who had be warned.
PixelBoy: I really recommend reading
old game magazines,
You are aware that
I was reading these reviews when they were new, right?
;) PixelBoy: I had time to check one magazine only, but that magazine gave Space Quest 4/5 stars and Leisure Suit Larry 2 5/5 stars, the latter even receiving
praise for its playability.
What has the praise for its playability to do with dead ends?
A game can be very playable - yet have some massive flaws in other departments.
PixelBoy: I also encourage reading old game covers. Some covers even make it a selling point that the game can take several months to complete as it is so hard.
I'm quite sure, we're talking RPGs here. Not (P'n'C)-Adventures. But please: prove me wrong.
PixelBoy: Some time ago I played one of those "months to complete" games, and if you know what you're doing, you can complete the game with about 20 parser commands.
"
Know what you're doing" after consulting a walkthrough?
Name of the game and link to the review saying "it takes months to complete", please. Thank you in advance.
PixelBoy: But the point is proven there, having games ridiculously challenging or even unfair by modern terms was something that was considered good game design back then
Sorry to rain on your parade, but nothing has been proven here.
I will only admit that early games were hard as hell. For a reason.
When "gaming" started, it took place in Arcades, and the goal was to drain as many coins out of the players as possible. That's why early games were hard as hell.
A quick failure meant a new coin quickly inserted.
Later on, when the homecomputers and consoles arrived, their games were still hard (
naturally, since most of them were basically 1:1 conversions of their big Arcade brothers), but - over time - received more and more "comfort features" like savegames, levelcodes, different difficulty levels, etc.
That shows already, that the focus on side of the devs, had shifted from "draining as much coins as possible" to "offering as much gaming fun as possible".
Now, granted - dead ends were sometimes
(!) deliberatley put into a game by the devs (
as already stated earlier: to sell hintbooks), but most times they were merely design/programming flaws.
Anyway: nobody ever loved them.
They always have been (
and still are) considered a nuisance.
A massive waste of any player's time.
PixelBoy: the legendary game reviewer Jyrki J.J. Kasvi
Well, legendary in Finland, maybe. I never heard of that guy, so...
I guess, if I would want to invest the time, I could point you to reviews of other, equally legendary (
though maybe not in Finland) reviewers, that came to different conclusions in regard to SQ IV.
But, honestly - what would that prove?