Getting lost/being stuck in a game was bad all this time?

I want a experience, not solve problems. I got enough problems in real life and don't need them in my game. I just want get lost in another world.
 
If the game tells you to find the elf in the library and you are too lazy to find the library and look around for the elf then that's not bad game design. If the game says 'find the elf' but neglects to tell you that he only appears, in the library basement at night after you have first found the ring hidden in the bush behind the library and returned it to the librarian who then gives you a key to the library basement after you talk to him 3 timesit's bad game design. Hope that helps.
 
The first game I was ever hooked on was Zelda: LttP. I didn't realize it at the time, but possibly my favorite aspect of the game was lack of instruction. I would explore every corner of the map, chop every bush, dash into anything I could, and bomb everything in sight.

That said, I wish there more games like that. Despite being sometimes frustrated (I was pretty young at the time), I loved this game. And if you guys know of any similar games, those that require exploration, please make recommendations.
 
Back then the only way to complete the game is just keep playing, start over maybe you missed something that gives you the answer.

now its one click away, that's why i cheated on my Persona 4 final exam (sorry Chie).
 
The REmake asks you at the start of the game if you prefer mountain climbing or hiking in regards to the difficulty of the game, and that's pretty much the perfect response to this. Having a good time and being challenged aren't mutually exclusive when it comes to video games.
But...that's just a fancy way of saying "Difficulty Mode".

I think a better example are some FPS games like Deus Ex and System Shock 1 +2, that allow you to set different elements of the game at different difficulties. So the action parts could be one way and puzzles set another way, just as a quick example. And that gives the player a better indication of what components of the game will be more taxing to them.

As to the original question, for me personally it depends. Now w/ the internet, if I get really stuck I can just Google some info to solve things, but I'm naturally stubborn with things so I'll choose to stay stuck for a while before resorting to that.

Players really shouldn't be able to complain these days b/c of the wealth of resources available to help, but back before 2000? Sure, if they couldn't afford every strategy guide and game mag under the Sun.

Games that have no failure state, where you can't do wrong even trying, that don't let you the freedom screw things up, which aren't complex and non-linear enough to allow you to get lost... Those are the real failure in a lot of modern game design, as far as I'm concerned.
Wait, wat? That's completely ignoring entire genres of games that focus on memorization (brain and/or muscle) and learning through failure.

If I'm playing a platformer at a really difficult part and screw up a jump over a death pit, or playing a fighter and do a super-punishable blocked Super,I should die, I'd rather die than land on a hidden cloud or not eat a reversal. Teach me a lesson, game, I don't mind.

The world is faster now, no one has time to get stuck somewhere, where kids had few other entertainment options and would gladly bang their heads against the same game until they came through, they'll just go to their iphone/ipad and play something else instead.

Not making a judgement, just the way things have gone in the last 20 years when we were kids. (everything was better when I was 12! etc etc)
Well now that's where some mutual compromises have to be made. Devs shouldn't design their games exclusively for engineers and geniuses, but if a lazy player comes at a point and doesn't want to put in enough effort to overcome it themselves, it's their loss. A game can only accommodate a player to an extent; after that point the player just has to step up and get better.

It's like complaining you're bad at fighting games but constantly mash dragon punches for an entire match once your health is low. That's not putting in a real effort. Those kids can go play another game then; when they feel up the task again they can come back and give the hard game another try and do a little better.
 
The world is faster now, no one has time to get stuck somewhere, where kids had few other entertainment options and would gladly bang their heads against the same game until they came through, they'll just go to their iphone/ipad and play something else instead.

Not making a judgement, just the way things have gone in the last 20 years when we were kids. (everything was better when I was 12! etc etc)
 
I don't mind some exploration or getting a little lost but I've never really been a patient gamer and one of the major reasons I beat so few games growing up. The moment I died more than a handful of times in the same spot I wouldn't want to keep trying. The 8/16 bit days were hard for someone like me. I'm still very much like this but since most games have frequent saves and no game overs it doesn't come up as much.
 
There's a difference between "getting stuck" and "forcing the player to take a step back and think". Portal was really good at this. There was never a time where I was stumped for hours on end.
 
True that. Being lost in an adventure game is frustrating, but whatever. Being lost with random battles is a nightmare

Or you are at a bric wall of a boss and you have to retreat and grind...if you can of course, you could just have to get through it under leveled
 
I disagree with that.

I can't logically figure out where Black Reach caves are without a map or marker as I have never lived in Skyrim before. Someone in game MUST tell you where it is, or that it even exists in the first place. By your logic, we shouldn't even have maps (Like the 3d one in game)?

That is called streamlining. Nothing wrong with that. Instead of busting out a big ass map every time, you can just look at the top of your screen. Big deal. You still have to figure out stuff at the location once you get there.

*TLDR: You were going to find it anyway with that big ass map. Instead, all you gotta do is look up and see the marker.

You're looking at it the wrong way. Sure when games are built around things like map markers there's no logical way to find a place without them, and quests would be near impossible to do without them.

It should be done from the opposite way though; with instructions designed with clues so you can intuit it without those help devices, with things like markers being a backup for players who can't or don't want to work it out themselves, rather than something quests are built around from the ground up.
 
Or you are at a bric wall of a boss and you have to retreat and grind...if you can of course, you could just have to get through it under leveled

I actually don't fully mind having to grind for a boss. It's annoying, but I'll distract myself with something else while I play. The worst is when you're in a labyrinth of a level and you keep hitting dead ends trying to find where to go next but random battles keep popping up and slowing you way down

However, not being able to take the time to even grind for a boss you've hit is awful. Is there a specific game you were thinking of?
 
There are two kinds of stuck, the kind that makes you think and try new things, and the kind that is almost impossible to figure out without a guide or the Internet. The second can just be poor game design. So no, being stuck isn't always a good thing, and there's a difference between hand holding and the game giving you a big "fuck you."
 
Wait, wat? That's completely ignoring entire genres of games that focus on memorization (brain and/or muscle) and learning through failure.

If I'm playing a platformer at a really difficult part and screw up a jump over a death pit, or playing a fighter and do a super-punishable blocked Super,I should die, I'd rather die than land on a hidden cloud or not eat a reversal. Teach me a lesson, game, I don't mind.
"Wait, what?" should be my line, considering how your answer doesn't seem even remotely related to what I wrote there.
 
If you're lost in an area in a game, and the game is giving you zero indication of what to do, the game has fucked up.

I've watched Twitch streams of people playing games that aren't too confusing, but they'll get lost even with clear indications of where to go and what to do, then they'll say "fuck this game" "where the fuck do I go", etc. and they'll even ask the viewers what to do. Some viewers will give them the right information but the streamer still won't understand even after being told numerous times and even having it laid out specifically in a very precise and easy to follow manner.

So sometimes, it's the player's fault, not the game's. And sometimes it's DSP.
 
Zack and Wiki for Wii

As challenging as it was I beat without any guides. If you got stuck, it was all on you. So rewarding once you figured it out.
 
Play point & click adventure games and you will come to understand what being stuck is. "Figuring out" does not always have some correlation to logic or skills.

This.

Honestly, that people think that being stuck in a game for 10mins is bad design just speaks to how impatient they are. Being stuck in OoT so much on my first play through as a kid had me loving every moment. I was stuck on one puzzle for a whole week FFS and people can't handle 10mins?!

As the great Chopper Read would say: 'Harden the f*** up.'
 
True that. Being lost in an adventure game is frustrating, but whatever. Being lost with random battles is a nightmare

Yup. I'm getting angry just thinking about it. It is the reason I stopped playing traditional turn based JRPGS that had random battles.

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This.

Honestly, that people think that being stuck in a game for 10mins is bad design just speaks to how impatient they are. Being stuck in OoT so much on my first play through as a kid had me loving every moment. I was stuck on one puzzle for a whole week FFS and people can't handle 10mins?!

As the great Chopper Read would say: 'Harden the f*** up.'

I know you're being sarcastic, but just because your were stuck on a puzzle for one week doesn't mean you possess patience we don't.

REALLY? ONE WEEK? GODS.
 
I know you're being sarcastic, but just because your were stuck on a puzzle for one week doesn't mean you possess patience we don't.

REALLY? ONE WEEK? GODS.

I know, but there was a time in the long long ago where games had real open areas worth exploring, not just shovelled in corridors.

Lack of open areas like that might be to blame too but being stuck in a game shouldn't be because of lazy design choices, it should be because the games designers were intelligent enough to not let you pass so easily.
 
I want a experience, not solve problems. I got enough problems in real life and don't need them in my game. I just want get lost in another world.
But how can you "get lost" in another world if it holds your hand all the way through?
 
I remember I rented Bionic Commando for NES from Blockbuster, and I got stuck at the end of the first level. I had no idea what to do next, so my mom took me back to Blockbuster and we got a different game that same night.
 
Glad somebody else said it. Like really? You're playing games, not curing cancer, no need to get on a high horse about it.

That is a ridiculously ignorant comment. It's like some try to create a dichotomy between fun and anything related to learning or more generally just improving yourself. For instance the FoldIt game from a few years back is an amusing example directly pooing on the that little "You're not curing cancer." quip:

http://techland.time.com/2011/09/19...ds-puzzle-that-baffled-scientists-for-decade/

...Gamers playing a protein-folding game called Foldit have helped unlock the structure of an AIDS-related enzyme that the scientific community had been unable to unlock for a decade....

I can't even imagine how many future rocket scientists games like Kerbal Space Program are now creating because you know what - it's just an insanely fun game that also happens to model major contemporary issues in reality. All of this said I understand the desire to just "click off" on occasion, but that should not be the standard or expected form of entertainment by any means. It's been shown that other games, such as chess, that require active mental effort actually help fight off degenerative neurological issues like Alzheimer's and dementia.

The brain is an organ that acts like a muscle - you use it, or you lose it.

In essence I think the entertainment you consume is in many ways like the food you consume. The only problem here is that the consequences of making yourself unhealthy and the equivalent of fat have no obvious physical symptoms. It just results in a very gradual brain drain. In many ways it is similar to the food issue again. You're generally not going to end up a ball of fat and with heart disease, diabetes and all the other fun things that come with it just because you have a sweet tooth. It takes a long term blase disregard for your health, physical or mental. If eating porly didn't make you bloat out like a whale I'm sure you'd still have naysayers belittling people who actually care about what they eat.

It'd be interesting to gauge the mental acuity of those who have a strong preference for simply "shutting down" after work or during their entertainment in general. I'm certainly not suggesting that it's generally stupid people attracted so such a concept but rather that engaging in that sort of behavior for lengthy periods of time is "obviously" going to have negative consequences on your cognitive abilities.
 
Getting stuck is bad game design. It means the game did not communicate something properly to you.

There's a difference between getting stuck and being lost temporarily, for the record.

One is good and fulfilling when you figure it out, the other is cheap and bad design.

Edit: I don't mean stuck via difficulty, I mean stuck like wtf do I do now.
 
It really is, no matter how jtenma attempts to defend it.
Especially because I'm not sure how he made the logical jump from "GPS that will point to you with a millimetric accuracy where the next goal is" to "No one should ever give you any kind of indication" when it's blatantly obvious that there should be a virtuous middle way to give to the players directions without doing all the thinking for them.

You can literally play Skyrim or Oblivion without ever read a single line of dialogue and still complete most of their quests, since they essentially consist in "Follow the arrow, then kill the monster/loot the item with the arrow on top". Oh, and the Journal will do all the logical deductions for you.
Skyrim gives its GPS so much fro granted that usually doesn't even bother to give you any direction, as have painfully realized modders who tried to deactivate it.

I use this
http://www.nexusmods.com/skyrim/mods/37062/?
http://www.nexusmods.com/skyrim/mods/11414/?

and I think the game is better with it. Not perfect, but way better.

A system that rewards exploration where you have to investigate to find every place would be way better, but we won't see anything like this unless the dev stop catering only to the less skilled people.
I cant see that happening anytime soon. Look how much time took until we got the decent "Legendary" difficulty. And even then we still need mods to make dragons real dragons. Just sit and watch devs not giving a shit about this kind of immersive difficulty system we need.
 
I think for me and probably for a lot of other folks it's really easy to just drop a game when I get stuck. If I get stuck I stop playing for a bit and do something else, and often don't return for a long time. When you're younger you have a lot less games and more time to play them. So you have to keep playing when you get stuck. It's not a bad thing, but when you have so many games you can play it sometimes can be hard to go back to the thing that you find frustrating. Rogue Legacy is a recent game I've played that has a great challenge but you always feel that you are making progress. I keep coming back to it.
 
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