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Walkthroughs...

posted by syrup on - last edited - Viewed by 189 users

I've never used a walkthrough, to me it seems totally pointless, i know puzzles get hard and frustrating at times and i guess i can understand people consulting one but on the whole they've become a crutch for weak gamers who want nothing more than plot rather than a challenge.

It kinda defeats the purpose of playing puzzle based games, it's kinda like buying a crossword book from a thrift store with all the puzzle completed, you can flick through it and see all the pretty dot to dots in their full squiggled glory but you missed out on the fun part! Or buying a book and flicking through to the last page to see what happens in the end, you just spoil all the goodness in between!

After posting on the forum for several months it totally perplexes me when people post so much in the hints section. It just seems like a waste of money, buying a game and then asking someone else to tell you how to play it.

Guides and walkthroughs have become to easily accessible and weaken the experience of gaming. People seem to be asking for help for the easiest parts of games! Out of curiosity i looked through the hints forum and was gobsmacked at the amount of people who just seemed to have given in when confronted with something that can be figured out logically in about 10 minutes. I mean Monkey Island even comes with a hint system (another development i think is just pointless) so how come people still cant figure things out with that cranked up to the max!

Just though i'd share my frustrations and see what other people think of this tragedy in point and click city! :)

23 Comments - Linear Discussion: Classic Style
  • I certainly see your point and generally agree with you, however I don't think many of us play adventure games for the puzzles alone. I mean, we would just play puzzle games if that were the case. We play adventure games for the story and the characters and sometimes, if you're really stuck on a puzzle, it's more enjoyable to get a hint about it so you can continue the story.

  • UHS.

    I do sometimes get stuck in adventure games, and when that happens, I really do prefer to be nudged in the right direction rather then flat-out told what to do next. UHS (Universal Hint System) does this pretty well, though it can take a while for games to be covered there, which is the most frustrating part, I find. But if you're playing older games, then you're sorted.

    The alternative is to spend ages struggling to get onto the exact train of thought that the developers were on, and I'd rather not do that. I'm not playing a game to spend it being frustrated.

  • Hmmmmm yeah your right to be honest, hint systems are probably a more useful solution for frustrated gamers. I've just seen another thread about this ( i should start trawling the forum before i start one!) so it seems i'm not alone in my annoyance over walkthroughs! :)

  • I agree with you...but there a lot of people interested in puzzle games than adventure games.

  • Most of us who aren't six years old anymore don't have all the time in the world to spend playing video games. If you are truly stuck on a puzzle, sometimes you will never figure it out. For example, as a canadian, I couldn't figure out how to mail a letter in maniac mansion. That's just because the postal system is different in the U.S.

    So Walkthroughs help those of us who don't have eternity to spend playing Adventure Games, or those who will never figure it out. Also, Telltale isn't just about puzzles, they are about Laugh Out Loud dialogue.

    If you hate walkthroughs, don't use 'em. Simple as that. But judging by the success of sites like Gamefaqs, I think many people need them.

  • Yeah, as above.

    I tend to use a hint if I get stuck for more than 5-10 minutes. If something gets too hard i'd rather get a hint than spend dinner thinking about it and then shelving the game and forgetting it... I just don't have time to think through every puzzle if I get stuck. That said, in the 1st S&M/MI i've used hints thrice I believe. Twice for S&M, once for MI. So it's not like I use walkthroughs frequently

  • On occasion, I'll use a guide. I try not to, and get bummed out when I feel it is necessary, as it DOES take the fun out of point and click adventure games for me. Yes, the storytelling is important -- just like the narrative of most non-adventure games -- but I actually play these games for the logic puzzles. While shooting a peon in the face yields a certain reward in other games, making sense out of a puzzle in an adventure title just seems so... satisfying. I was grinning ear-to-ear after finishing Muzzled!, for example, because I managed to clear it without a walkthrough. Reality 2.0, however, left me a little frustrated and I did, more than once, succumb to the appeal of the walkthrough.

  • It really depends what I am playing. If it is an old, cruel adventure game where I can possibly run into a dead end then I will resort to abusing a walkthrough. But I really try to never use walkthroughs on fair games, the kind of stuff Telltale makes.

  • nah. i'm getting too old to sit in front of the computer for hours and hours just trying around. life has better things to offer than adventure gaming. so i appreciate the walkthru's.

    tomi ep. 1 i did without one, but i'm glad i can get quick help whenever i feel i spent enough time on a puzzle. of course i was like the op when i started adventues some 20 years ago...

  • I also don't have the time i did when i was a kid to play computer games, far from it to be honest. I'm lucky if i get to squeeze in a few hours a week, but sometimes i'll have a marathon day on the rare occasion i have no work in. I still like to retain the longevity of puzzle based games though.

    With a walk through you could literally blast through a game in a matter of hours and then its over, your left either wanting a follow up or looking for something similar. If your stuck on a puzzle for 5-10 minutes and then succumb to a walk through it would just feel like using the game play as a mere vehicle for the plot. It's like a lot of the crappy films and TV series about these days, literally ramming plot down your throat instead of developing rich characters and engrossing cinematic environments.

    If you spend time in the worlds created and interacting with the characters available it becomes an enriching experience, instead of a disposable quick fix of adventure crack. When i first played MI i was about 9, there was no walk through available so i had to figure it out on my own. It literally took me months to finish. I'd stop playing for a few weeks when i was stuck then pick it back up and gradually chip away at it. I never shelved it for good as it was so engrossing to play, even when i hit a wall it was still full of humor, trying things on other things and getting funny remarks back. If you give up on a game its probably because its pretty crap and there's nothing to draw you back in, no reason to actually want to progress to the end.

    These new episodic games, however, are actually really easy and can be completed in one sitting. They seem to be designed for the casual gamer to prevent them from tuning out and leaving them on the shelf, as they want you to be finished with the episode so you'll move on and purchase the next. If your aware that the task at hand isn't that difficult why would you want to cheapen the experience by what is essentially, dare i say, cheating?

    I'm not saying walk throughs are evil and shouldn't be consulted at all, what i am saying is that when they're so easily accessible its too easy to just think "OK its been 5 minutes i haven't a clue what to do, don't wanna use my powers of logic and deduction, i wanna see what happens next......wheres that walk through at!?!".

    It feels like a reflection of our current cultural climate. We want things now, don't want to wait, have no patience. Read a book - nah i'll watch the movie, cook a meal - nah i'll get a microwave meal or order take out........figure out a puzzle - nah i'll just use a walk through.

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