StingingVelvet: So... have you ever given in to the walkthrough? See anything wrong with it? Good way to experience an old classic you never played before?
Can't be anything wrong with it if its what you enjoy ;)
I certainly use them. I see no value in a game if you get stuck. Then what? just don't get to ever finish playing? Imagine a movie theater where the manager walks in 20 minutes into the movie and says, "anyone that has a question, get out now, no refunds!".
Negative stereotypes on the use of a walk-through is childish at best ;)
I typically try to do without as I enjoy the puzzle solving/plot figuring in adventure games. However, as discussed in other threads and above, what the designer intends is not always what the player perceives. Walk-throughs help fill the disconnect.
My biggest gripe with a walk-through is that they often spoil plot elements.
They rarely just say, "use the screwdriver on the piece of the cheese"
More often, they say, "find out Billy died by using the screwdriver..." WHY???!?!?!?!?!
Let me see what happens next! :p
A perfect example for me is Tex Murphy 1. Just played recently. I started out with no walk-through. Made it a good ways in. Started backtracking all over the place. Had about 20+ coordinates and pretty much had to travel to each one, every single time I got a new lead. Pulled out the walk-through and saved hours and hours of senseless backtracking. Still enjoyed the game. Tex 2 I pretty much started off with the walk-through as the gotchas and gamer breakers were too much for my blood. Not fun at all to play like that. Tex 3 -5 were more fun without, but I still peaked here and there as some options weren't as clear as I think the developer intended.
If I'm worried the game will let me do something it shouldn't, I'll try and do things on my own and then scan the walk-through backwards to make sure I didn't miss anything. This helps avoid the spoilers if I can browse quickly enough to where I'm at.