Posted April 09, 2022
It's a matter of degree. Some dead ends are enjoyable. Being in front of an obstacle and going "oooh I should have kept that item for THIS place" can be fun. It's not too different from an FPS's "damn i shouldn't have wasted that grenade back then". And Space Quest 2's alien kiss still makes me giggle.
These dead ends are puzzles by themselves. They can make you think and realize your mistake. And realizing how obnoxiously long ago it took place is part of the joke. In Sierra games, failures of all kind could be funny. With the right mindset.
But invisible dead ends don't constitute a puzzle. Having missed an object missed because you didn't check that specific place during that short window of opportunity, then walking around without knowing what kind of action should trigger what kind of effect, is too abstract. There's some fun to be had if you restart the game, frantically exploring each corner, and stumble upon a useful, sought item (games were actually short enough to allow it) but quite often, the required amount of luck and counter-intuitive thinking made the solution more arbitrary than cunning. Cyberdream's Dark Seed was particularly awful with that.
Games now avoid dead-ends (or even deaths) because people have little patience for them, but both managed to be quite fun when implemented right. Which old Sierra games didn't always.
Just saying, it's not that the concept itself is wrong.
These dead ends are puzzles by themselves. They can make you think and realize your mistake. And realizing how obnoxiously long ago it took place is part of the joke. In Sierra games, failures of all kind could be funny. With the right mindset.
But invisible dead ends don't constitute a puzzle. Having missed an object missed because you didn't check that specific place during that short window of opportunity, then walking around without knowing what kind of action should trigger what kind of effect, is too abstract. There's some fun to be had if you restart the game, frantically exploring each corner, and stumble upon a useful, sought item (games were actually short enough to allow it) but quite often, the required amount of luck and counter-intuitive thinking made the solution more arbitrary than cunning. Cyberdream's Dark Seed was particularly awful with that.
Games now avoid dead-ends (or even deaths) because people have little patience for them, but both managed to be quite fun when implemented right. Which old Sierra games didn't always.
Just saying, it's not that the concept itself is wrong.
Post edited April 09, 2022 by Telika