▲ 240 ▼ 800 gamers tried to beat an '80s adventure without a walkthrough—only 2 did - Only .25% of players completed the AGAT, the Adventure Game Aptitude Test, designed by fiendish developer Woe Industries. (www.pcgamer.com) submitted 8 months ago by alessandro@lemmy.ca to c/pcgaming@lemmy.ca 81 comments fedilink hide all child comments
[–] eleijeep@piefed.social 9 points 8 months ago (7 children) https://tvtropes.org/pmwiki/pmwiki.php/Main/MoonLogicPuzzle permalink fedilink source hideshow 7 child comments replies: [–] Skua@kbin.earth 16 points 8 months ago (6 children) From the moon logic puzzle entry on the game's own page' Practically every puzzle in the game requires the player to either use highly unconventional logic, or be a psychic: Can't open the garage? You'd think you need to find the garage opener, right? Wrong. You need to use a workout machine, then open it with pure strength. How does one open an envelope? With their hands? Or through a microwave? (Mind, you can open the envelope with your hands — you just shouldn't, because that tears it, making it unusable for re-mailing, which is crucial for several characters' paths through the game. It'll depend on your team composition whether you can get past that or not.) Yeah fuck this game permalink fedilink source parent hideshow 6 child comments replies: [–] Malix@sopuli.xyz 9 points 8 months ago (5 children) Admittedly, I haven't played MM further than the first few minutes, I like old adventure games (esp. LucasArts ones), but just haven't bothered with this one. I suspect the garage puzzle probably has some hint, like "it's too heavy/I'm not strong enough" when attempting to open it, so the player atleast can figure out that strength training is a thing. Still a bit of a stretch, as it's cartoon logic to actually become stronger after one workout - but.. it is a cartoony comedy game. The envelope thing sounds like one of those "needs a crystal ball" -things that many of the games of the era unfortunately had. I don't think people even at the time appreciated the "dead man walking" -design. Must be fun for the softlock to become apparent hours or days later. It's just a dick move design-wise. permalink fedilink source parent hideshow 5 child comments replies: [–] Taldan@lemmy.world 4 points 8 months ago (1 child) Crystal ball drsign was usually intentional, to make the game last longer Most of game design then was finding creative ways to stretch their resources to make a game last longer permalink fedilink source parent hideshow 1 child comment replies: [–] Malix@sopuli.xyz 2 points 8 months ago No doubt about it. Still feels bad to step on those landmines. :P permalink fedilink source parent [–] frongt@lemmy.zip 2 points 8 months ago (2 children) On the other hand, should a game be designed to allow you to do all the things in one playthrough? Personally, I like when a game gives you different paths and reasons to replay it. permalink fedilink source parent hideshow 2 child comments replies: [–] Malix@sopuli.xyz 5 points 8 months ago doing everything in one playthrough is not the same as softlocking the game. Exclude one path, sure. Softlock? Bullshit. permalink fedilink source parent [–] Skua@kbin.earth 4 points 8 months ago There are others way to achieve those end goals, though. Mutually exclusive paths are usually going to feel much better than some unforeseeable bullshit permalink fedilink source parent
[–] Skua@kbin.earth 16 points 8 months ago (6 children) From the moon logic puzzle entry on the game's own page' Practically every puzzle in the game requires the player to either use highly unconventional logic, or be a psychic: Can't open the garage? You'd think you need to find the garage opener, right? Wrong. You need to use a workout machine, then open it with pure strength. How does one open an envelope? With their hands? Or through a microwave? (Mind, you can open the envelope with your hands — you just shouldn't, because that tears it, making it unusable for re-mailing, which is crucial for several characters' paths through the game. It'll depend on your team composition whether you can get past that or not.) Yeah fuck this game permalink fedilink source parent hideshow 6 child comments replies: [–] Malix@sopuli.xyz 9 points 8 months ago (5 children) Admittedly, I haven't played MM further than the first few minutes, I like old adventure games (esp. LucasArts ones), but just haven't bothered with this one. I suspect the garage puzzle probably has some hint, like "it's too heavy/I'm not strong enough" when attempting to open it, so the player atleast can figure out that strength training is a thing. Still a bit of a stretch, as it's cartoon logic to actually become stronger after one workout - but.. it is a cartoony comedy game. The envelope thing sounds like one of those "needs a crystal ball" -things that many of the games of the era unfortunately had. I don't think people even at the time appreciated the "dead man walking" -design. Must be fun for the softlock to become apparent hours or days later. It's just a dick move design-wise. permalink fedilink source parent hideshow 5 child comments replies: [–] Taldan@lemmy.world 4 points 8 months ago (1 child) Crystal ball drsign was usually intentional, to make the game last longer Most of game design then was finding creative ways to stretch their resources to make a game last longer permalink fedilink source parent hideshow 1 child comment replies: [–] Malix@sopuli.xyz 2 points 8 months ago No doubt about it. Still feels bad to step on those landmines. :P permalink fedilink source parent [–] frongt@lemmy.zip 2 points 8 months ago (2 children) On the other hand, should a game be designed to allow you to do all the things in one playthrough? Personally, I like when a game gives you different paths and reasons to replay it. permalink fedilink source parent hideshow 2 child comments replies: [–] Malix@sopuli.xyz 5 points 8 months ago doing everything in one playthrough is not the same as softlocking the game. Exclude one path, sure. Softlock? Bullshit. permalink fedilink source parent [–] Skua@kbin.earth 4 points 8 months ago There are others way to achieve those end goals, though. Mutually exclusive paths are usually going to feel much better than some unforeseeable bullshit permalink fedilink source parent
[–] Malix@sopuli.xyz 9 points 8 months ago (5 children) Admittedly, I haven't played MM further than the first few minutes, I like old adventure games (esp. LucasArts ones), but just haven't bothered with this one. I suspect the garage puzzle probably has some hint, like "it's too heavy/I'm not strong enough" when attempting to open it, so the player atleast can figure out that strength training is a thing. Still a bit of a stretch, as it's cartoon logic to actually become stronger after one workout - but.. it is a cartoony comedy game. The envelope thing sounds like one of those "needs a crystal ball" -things that many of the games of the era unfortunately had. I don't think people even at the time appreciated the "dead man walking" -design. Must be fun for the softlock to become apparent hours or days later. It's just a dick move design-wise. permalink fedilink source parent hideshow 5 child comments replies: [–] Taldan@lemmy.world 4 points 8 months ago (1 child) Crystal ball drsign was usually intentional, to make the game last longer Most of game design then was finding creative ways to stretch their resources to make a game last longer permalink fedilink source parent hideshow 1 child comment replies: [–] Malix@sopuli.xyz 2 points 8 months ago No doubt about it. Still feels bad to step on those landmines. :P permalink fedilink source parent [–] frongt@lemmy.zip 2 points 8 months ago (2 children) On the other hand, should a game be designed to allow you to do all the things in one playthrough? Personally, I like when a game gives you different paths and reasons to replay it. permalink fedilink source parent hideshow 2 child comments replies: [–] Malix@sopuli.xyz 5 points 8 months ago doing everything in one playthrough is not the same as softlocking the game. Exclude one path, sure. Softlock? Bullshit. permalink fedilink source parent [–] Skua@kbin.earth 4 points 8 months ago There are others way to achieve those end goals, though. Mutually exclusive paths are usually going to feel much better than some unforeseeable bullshit permalink fedilink source parent
[–] Taldan@lemmy.world 4 points 8 months ago (1 child) Crystal ball drsign was usually intentional, to make the game last longer Most of game design then was finding creative ways to stretch their resources to make a game last longer permalink fedilink source parent hideshow 1 child comment replies: [–] Malix@sopuli.xyz 2 points 8 months ago No doubt about it. Still feels bad to step on those landmines. :P permalink fedilink source parent
[–] Malix@sopuli.xyz 2 points 8 months ago No doubt about it. Still feels bad to step on those landmines. :P permalink fedilink source parent
[–] frongt@lemmy.zip 2 points 8 months ago (2 children) On the other hand, should a game be designed to allow you to do all the things in one playthrough? Personally, I like when a game gives you different paths and reasons to replay it. permalink fedilink source parent hideshow 2 child comments replies: [–] Malix@sopuli.xyz 5 points 8 months ago doing everything in one playthrough is not the same as softlocking the game. Exclude one path, sure. Softlock? Bullshit. permalink fedilink source parent [–] Skua@kbin.earth 4 points 8 months ago There are others way to achieve those end goals, though. Mutually exclusive paths are usually going to feel much better than some unforeseeable bullshit permalink fedilink source parent
[–] Malix@sopuli.xyz 5 points 8 months ago doing everything in one playthrough is not the same as softlocking the game. Exclude one path, sure. Softlock? Bullshit. permalink fedilink source parent
[–] Skua@kbin.earth 4 points 8 months ago There are others way to achieve those end goals, though. Mutually exclusive paths are usually going to feel much better than some unforeseeable bullshit permalink fedilink source parent