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darkwateryesterday at 2:02 PM4 repliesview on HN

This style of game died because the median attention span across the population decreased over the last 2 decades and something. I don't see a problem in getting blocked and try to brute force your way out of it. Games should be fun but this trend to have perfect, non frustrating gameplay 100% of the time is also part of the problem, IMO.

And now, I'll go back yelling at some cloud.


Replies

Arainachyesterday at 3:41 PM

I disagree. I write and play in long-form puzzle competitions, so for many people I know attention span isn't the issue. What is the issue is that writing fun puzzles is a skill. A totally different skill from designing or implementing video games.

Anyone can design a hard puzzle. Guess the number in my head. Unscramble this 200-character anagram.

The real magic is in the "Aha!" moments where the solver makes a connection and is able to proceed. Great puzzles are supposed to make the player feel like they are smart, not that the author is smart.

Many point and click games fall apart here. Brute force isn't fun. Games where you think you'll need something in the future but the game won't let you take it now just so you'll have to backtrack when the game wants you to do that aren't fun.

A lot of modern point and clicks are by people who don't understand that and think suffering and click mashing are the point. I don't remember much of playing Thimbleweed Park, but VirtuaVerse was very much that.

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alberto-myesterday at 2:22 PM

Graphic adventures ceased to be popular before YouTube and smartphones started to damage the average capability to focus. The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”).

But the rest of your point stands. I keep reading young gamers complaining about adventures and role-playing games being “too difficult” whenever they don't put big flashing arrows on the next character or place to interact with. I cannot understand that: if one can solve a puzzle without grit, what pleasure does that bring? It's the same as watching TV.

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retsibsiyesterday at 3:03 PM

I reckon there's an important difference between a challenge being frustrating because it's hard, and a challenge being frustrating because there's no interesting way to approach it. Hard puzzles can be fun and satisfying to solve (albeit frustrating at some points along the way) when the process of solving them involves doing something clever or creative. But when the difficulty arises because the solution is basically arbitrary, and so I just have to do a brute force search, that's a tedious waste of time.

The boundaries can be blurry, and a puzzle can wrongly seem to fall into the tedious category because I'm missing something. But, in my opinion, classic adventure game puzzles too often really are arbitrary and boring.

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Teeveryesterday at 10:52 PM

Nah, the genre died because of the rise of 3D graphics and Microsoft’s push into the console market with Xbox and Halo.

The whole industry changed when the Xbox came to town. Microsoft really fostered that bro gamer culture to sell Xboxes to normies and fast paced violent games took over to the detriment of other genres and styles of play.

I’m really pleased to see a bit of a revival of adventure games because I think that the tablet form factor and UI is absolutely perfect for them.

I’m so happy to hear that there’s going to be a Thimbleweed Park 2.

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