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It's worth distinguishing bugs from intentional design. The latter at least had a different flavor of "Well, I shouldn't have done that." Even if unknowable at
by ethbr1 2y ago
It's worth distinguishing bugs from intentional design.
The latter at least had a different flavor of "Well, I shouldn't have done that." Even if unknowable at the time of choice.
Itself probably a legacy of sadistic DnD DMing, where players survived despite the odds.
Though I too remember quite a few games having out-and-out bugs that locked their primitive progression state machines.
- stavros 2y agoDid Sierra games explain their reasoning? Was it "well, you didn't give me information when we first met two years ago, so I won't tell you who my boss is now", or was it indistinguishable from a bug?
- ethbr1 2y agoFrom memory, and it's been a few years, Sierra games had both bugs and severe plot-related consequences. Usually of the "This thing happened because you did / didn't do that thing" format. E.g. the infamous bomb detonating your police car, if you didn't first walk around it to complete an inspection (something no one would have thought of the first time) or the myriad of ways to arbitrarily die in Kings Quest by walking onto the wrong screen If you played Sierra adventure games... that was just part of the schtick tho.