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Did he give a logic for this? I speculate in the case of this game, the developers and Adams wanted you to experience as much of the story (and humor) as possib
by stinkytaco 6y ago
Did he give a logic for this? I speculate in the case of this game, the developers and Adams wanted you to experience as much of the story (and humor) as possible. Failing was part of the fun. Is that the case or was it the case for other games?
- ghaff 6y agoNot really. >Failing was part of the fun. I think this is part of it. And I think it's hard to have puzzles of sufficient difficulty that good game players would feel they got their "money's worth" out of a game without less advanced players feeling that puzzles were almost insolvable. (Doesn't mean you should really have puzzles that require trial and error though.) In all fairness to the author, his other games are generally easier and one of them, A Mind Forever Voyaging, really is interactive fiction more than a puzzler.
- EricE 6y agoRE: Failing as part of the fun Same arguments in AARPGs around picking up gold :)