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Subscribe to Shacknews Mercury starting at $1/month!
Chrome Shack Community Guidelines Chatty Search
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Remember the start of Sierra's Kings Quest where in the first few seconds you could mistakenly fall in the castle moat and get eaten by alligators? GAME OVER.
How about the text adventure Hitchiker's Guide where if you made a certain number of moves at the start and didn't leave the house, you would get bulldozed. GAME OVER.
Or what about the classic insta-death when respawning in multiplayer games like Unreal Tournament et al.
What are some other games that hosed you right off the bat?
Thread Truncated. Click to see all 41 replies.
The funny thing is when I found out about it (through a hint book, I think) my reaction was "oooooooh... so that's how..." and I went back and redid the game "right this time".
It didn't bother me at all for some reason that I had to go redo the entire game because of a very stupid game design decision.
It didn't bother me at all that I had to buy a hint book - I liked hint books and strategy guides. I saw them as fun merchandise and part of the experience.
And I'm far from the first person on the Shack to wonder what this means. Have we become bitter jaded gamers? Are we cynical that a puzzle game would be too hard? Did we just take more abuse back then? Did we, similar to the designers, just not know what a game really was back then? Or did the definition change over time? And did it change because people learned how to make better games or because they just wanted to sell more of them to more normal people?
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