QFG IV was actually a buggy mess on release and your version you owned was probably literally unfinishable but it's great if you play it now.Sierra games were rarely my thing - I spent most of my time playing arcade and platformers - and Doom - of course - but KQ5 and Quest for Glory 4 we something else. I never finished the latter - too hard, and no internet to look up hints - but I loved the music and just wandering around the world.
I remember in particular coming across ghosts of two former lovers in the woods and thinking how beautifully the game was conceived, and how much it made you wish that you actually lived in it.
Sierra games always drove me crazy with their deaths and no-win situations. Even at the time, when games were less forgiving as a whole, they felt needlessly punishing and often stretched the definition of fun.
In fact, I only managed to finish most of them with the help of guides, and really only enjoyed them once the wonder that was UHS arrived, providing just the right amount of help to push through the infuriating sections.
I actually had a lot more consistent fun with their side-projects, like the Hoyle games and Jones in the Fast Lane. Playing Gin Rummy with Roger Wilco was less stressful than watching him die (again).
The infamous game-over screens still cause me anxiety. So it's no wonder this is one of my favourite jokes in a Lucasarts game:
View: https://www.youtube.com/watch?v=IrEDxa-aQ3E
That's a hell of a leap from "poorly* designed videogames" to "societal rot." There are still plenty of games meant to be enjoyed for a finite time, from beginning to end. Being endlessly, mean-spiritedly tricked and manipulated - in video games and otherwise - also does not simply and consistently output resilient problem solvers. It breeds mistrust and frustration, cynicism and despair.I remember that part of the game
This was a time when games had not yet been optimized for making the player as addicted as possible to the game.
The player already bought (or, more likely, illegally copied) the game - case closed.
Maybe if we had given kids in the last 30 years more of that kind of feedback, instead of introducing them to almost mandatory reward schemes as part of nearly each game, we as a society probably would have more members actually able to use common sense in RL...
Instead, we ended up with a sizable part of the population being very convinced of themselves, but at the same time easily manipulated by the exact same engage/reward mechanisms found in games into following everything and everyone willing to pay for that manipulation.
If you compare the psychological tricks of game design to motivate and keep the player engaged with the design of conservative campaigns, there is a sizable overlap - even beyond the "free to play, pay to win"- attitude of the current u.S. administration.
“Z”"What is the capital of Zimbabwe?"),
My favorite was 'Curse of Monkey Island', which sits in the middle of either extreme ends of the scale. Too young to have played Space Quest...
The problem is that for most people, "addictive" is roughly equivalent to "enjoyable".I remember that part of the game
This was a time when games had not yet been optimized for making the player as addicted as possible to the game.
The player already bought (or, more likely, illegally copied) the game - case closed.
... and it taught me avoid scurvy by eating an orange. Good stuff.Curse was my first Monkey Island, and its humor was very formative for me; "bed-wetting doodyhead" is a favorite mild insult, and the pirate song will live rent-free in my head for the remainder of my days.
Although Murray's roar of "I'm not bald! ... I just have a very high widow's peak" hits differently when you're 40 compared to 13.
... and it taught me avoid scurvy by eating an orange. Good stuff.
Then you're going to love (and I'm astonished that nobody has yet linked) The Death Generator!The infamous game-over screens still cause me anxiety.
The makers of The House of DaVinci series are working on House of Tesla, now, too. There's a brief demo on Steam and is supposed to release later this year!If you like The House of DaVinci, try The Room. Similar concept, but better implemented, in my opinion. Great series of games.
Yes. And despite that King's Quest IV is a 40,000 fold improvement over KQ 3. I cannot believe any human beat 3 without a guide. I know my family finished 4 without a guide at least.Man, I loved those games but they were so, so frustrating. The worst one for me was the whale in King's Quest IV. You had to swim out into the ocean to a very specific space, through unendingly similar screen of blue water, or you would drown. When you do get to the right space you get swallowed by a whale, but you survive. Now, you have to have found a feather already or you are screwed and have to reload.
If you did find the feather, you have to climb up the whales gums to get to a very specific part of the mouth to tickle it. It is extremely difficult because the slightest wrong movement will send you falling, and there is no indication of the actual spot you have to go to and tickle the whale. And you have to be on that spot exactly perfectly, not a pixel out of place.
None of this was obvious. It took so much trial and error to even realize that this is the correct sequence of events in the first place. And then the pixel perfect requirements for climbing made it so much worse. I could never complete a game like this again today.
There were no guides when they first came out. I had 12 hours per day in a retail store in the early days of computing. They weren't hard to finish at all. And because customers saw me playing these games, they got interested and bought copies. Then they would go home to play and called me every time they got stuck. Being a walking hint book got me a lot of good will and loyal customers.Yes. And despite that King's Quest IV is a 40,000 fold improvement over KQ 3. I cannot believe any human beat 3 without a guide. I know my family finished 4 without a guide at least.
Flashback to Hitchhiker’s Guide to the Galaxy and forgetting to pick up the towel.And sometimes, it’s not insta-death that gets you. For example, in Gold Rush…if you forget to grab an item from your house at the beginning of the game, by the time you get to a mid-game puzzle where you need it, you have to scrap the entire save and start over again.
But I will say - their latter point and click games were a lot more enjoyable. Kings Quest 6 remains one of my favorite Sierra games of all time.
Yes, one of my first games was Kings Quest V on a 386 with a 5.25" floppy drive. We DID have a 40 mb hard drive, but it was a work computer for my dad (yes, running AutoCAD and things like that on a 16 mhz 386sx!!!) so there wasn't the 10mb to spare to install the game. I played it off floppies. That meant every few screens, swapping floppies. And they didn't exactly optimize what screens were on what disc - exploring the desert section meant SO MANY DISK SWAPS since you just had to die over and over while mapping it out.Loading floppies. You forgot about minutes spent loading data from 5 1/4" and later 3 1/2" disks, the grinding noises when a disk was about to fail, the fact that WFWG 3.11 took 20 floppies and Wing Commander had 15.
It really is strange to be old enough to remember how basic, how boring those old games were, yet I can still appreciate them while also enjoying the latest shooter on a hot desktop rig.