this post was submitted on 03 May 2025
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We've all played them. Backtracking, not knowing where to go. Going back and forth. Name some of these games from your memory. I'll start: Final Fantasy XIII-2, RE1

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[–] simple@lemm.ee 50 points 15 hours ago (4 children)

That's my experience with 99% of old school point and click games. At some point in every one it devolved into me running in circles and trying every item on every object.

[–] ragebutt@lemmy.dbzer0.com 14 points 13 hours ago (3 children)

Yeah, basically every game that runs on scummvm is a good candidate here: leisure suit Larry, kings quest, police quest, the dig, sam and max, Indiana jones and the fate of Atlantis, all the sierra and lucasarts ones

Myst series is another good one. Journeyman project trilogy. These all ruled when I was like 12 years old

I miss when games were confusing and aimless by default. I know there are still games like this but I feel like the default now is a game that’s like “oh hey, go down this hallway full of locked doors! Except one door is unlocked, that’s a secret area, good for you! But otherwise go down the hallway to the next hallway!”

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[–] bjoern_tantau@swg-empire.de 7 points 14 hours ago (1 children)

When I played Day of the Tentacle I got stuck. Eventually I caved in and ordered the official hint book. Mind you, back then this entailed mailing a physical letter and the money somewhere. I guess my parents helped with that. And then you had to wait for your order to arrive. And the post was a lot slower than today.

I waited weeks for the book to arrive. And then, the day before it came, I finished the game. Use physics book with horse was the last puzzle I needed.

But the money wasn't wasted entirely. The game's story was written down from the pov of one of the characters. Pretty funny.

[–] madame_gaymes@programming.dev 5 points 14 hours ago

What a solid game and experience. I've played through it so many times, and I can't ever get over Bernard's voice actor being Les Nessman from WKRP in Cincinnatti

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[–] hank_the_tank66@lemmy.world 34 points 15 hours ago (4 children)

Zelda: Link's Awakening on the GameBoy Color in the mid-90s. I got to the second temple, and was totally stuck - to progress I needed to learn to jump, which I inferred was in this temple, but I just couldn't figure out where it was.

Wandered all over the available map, which of course was constrained due to lacking the jump skill and other story-driven tools. Nothing.

Finally bought a game guide, which explained to me that I needed to bomb a wall in one room in the second temple to progress. It was indicated by a small crack, a staple in Zelda games but invisible to me in my first experience with the series.

The cherry on top was that by that point, I didn't have any bombs to break the wall, and I recall that I didn't have the ability to buy or acquire any and had to restart the game to progress past the point where I was stuck.

After that point, Zelda: Links Awakening became one of my favorite games of my childhood. It is hilarious how much frustration it caused me before that realization.

[–] naticus@lemmy.world 20 points 15 hours ago (1 children)

Some games really do depend on learned conventions from previous games which can feel a bit unfair to the uninitiated. It's a double edged sword of avoiding too much tutorializing vs alienating newcomers.

[–] spankmonkey@lemmy.world 10 points 15 hours ago (1 children)

Quality design will show you the important parts early on without needing to explicitly state them. Leaving that out in sequels is poor design.

[–] MudMan@fedia.io 10 points 14 hours ago (1 children)

Yeah, well, the original Zelda flagged bomb spots even less, so...

It's weird to me that Simon's Quest gets so much grief for this when Zelda 1 and 2 (and particularly the localized version of those) were full of that exact "defer to the guide" nonsense.

In fairness, some of that stuff comes from trying to play older games out of context, since a lot of tutorializing used to happen in the manual, but not on any of those NES examples.

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[–] Aganim@lemmy.world 26 points 12 hours ago* (last edited 10 hours ago) (3 children)

Morrowind.

Can you find this person whom wandered off into the ashlands? They went east-ish.

I've spent more time than I'd like to admit in the Construction Kit to find out where in Vivec's name I had to go this time. Usually it turned out I just barely missed the person or location I had to go before starting an hourlong search.

But despite that still a game I deeply love.

[–] ArtificialHoldings@lemmy.world 12 points 10 hours ago

The number of times I totally overshot distance based on the quest description and ended up in the Ashlands....

[–] Twinklebreeze@lemmy.world 10 points 7 hours ago (1 children)

That's what I like about the game. The NPCs tell you where to go to the best of their ability, and you follow to the best of yours. I like it a hell of a lot more than quest markers.

[–] skulblaka@sh.itjust.works 7 points 6 hours ago* (last edited 6 hours ago) (1 children)

There is at least one occasion where NPCs just straight up lie to you in quest directions though. I can't think of it off the top of my head but I remember it existing because I complained about it on a forum.

On one hand - great worldbuilding! "Local dumbass gives you bad directions" is a funny and memorable point on top of what might otherwise be a forgettable side quest. On the other hand, I spent the better part of four hours looking for whatever egg mine or ancestral tomb or whatever it was he asked me to find before getting fed up and having UESP tell me "lol no actually it's off in this complete other direction", and I'm pretty sure I assassinated that NPC after I turned in his quest.

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[–] GoodLuckToFriends@lemmy.today 7 points 6 hours ago (1 children)

Jesus, the finding people thing was tough, but finding the quest item that I had already looted from a grave and either dropped or sold to a random merchant? Game ending, man.

[–] skulblaka@sh.itjust.works 7 points 6 hours ago (1 children)

This was me lmao. On my first playthrough of Morrowind as a teenager I dicked around and did everything except the main quest for ages. Around level 18 I decided to actually progress the main quest. Hasphat, check. Arkngthand, no sweat. Talk to Sharn Gra-Muzgob, she says to fetch the Skull of Llevule Andrano. Cool, go to Andrano's tomb, looks kind of familiar. Where is the Skull of Llevule Andrano? Cause it sure ain't here in his tomb. Whoopsie.

Never found the skull, never progressed the quest, had to start a new character to actually experience the main story. I wonder how many potential Nerevarines failed to ascend due to missing minor quest items. Wish I could ask em that inside the Cavern of the Incarnate.

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[–] socsa@piefed.social 24 points 11 hours ago (3 children)

Ecco the Dolphin is literally impossible without a guide.

[–] mudstickmcgee@sh.itjust.works 9 points 10 hours ago

designed that way to make more money on people renting it over and over to try and beat it IIRC

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[–] Delta_V@lemmy.world 20 points 14 hours ago (2 children)
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[–] rustyfish@lemmy.world 17 points 15 hours ago

I actually like those a lot. Just listing some in no particular order:

  • Metroid Prime Series
  • Dark Souls Series half the time
  • Resident Evil 1, 2 and maybe 8
  • Hollow Knight
  • Castlevania Symphony of the Night
  • Outer Wilds
[–] unknown1234_5@kbin.earth 16 points 14 hours ago

every Metroid or Castlevania game, to the point metroidvania is a genre.

[–] CheeseNoodle@lemmy.world 15 points 11 hours ago (2 children)

Final Fantasy 7 has a lot of mini versions of this moment because the level art is rarely distinguished from the actual terrain you can interact with so sometimes you kinda get stuck until you realise that this time that little ramp is actually something your supposed to walk up rather than un-interactable scenery like all those previous times.

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[–] stoy@lemmy.zip 14 points 13 hours ago

Myst.

Riven.

Myst III Exile

[–] taiyang@lemmy.world 14 points 10 hours ago

You want the absolute "guide damn it" example? Try playing the OG Dragon Quest games. They're nonlinear by nature and there's a spot in 2 (or was it 3) where you need to literally check an unmarked floor for an item. No indicator, save maybe a vague NPC dialogue in another part of the planet that didn't get adequately translated in English so you're truly aimless.

[–] kux@lemm.ee 12 points 11 hours ago

Divinity: Original Sin 1. took about eighty odd hours to get to the door that says sorry mate, not enough magic stones

[–] setsneedtofeed@lemmy.world 11 points 15 hours ago (3 children)

Fallout 1: If you play it going in blind and don't look up help, a first playthrough can be stressful early on if you don't know how much progress you are making on the time limited main quest.

Kenshi: The game doesn't have quests or main goals, so it is up to the player to figure out what they want and how to get it. Certain game areas are lethally dangerous, factions can be angered if you don't figure out their customs, and even in less lethal areas being beaten and crippled by bandits is a real problem.

[–] Sanctus@lemmy.world 7 points 11 hours ago* (last edited 11 hours ago)

The Gang Gets Abducted by Religious Slavers for Not Joining The Book Readings.

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[–] brsrklf@jlai.lu 9 points 13 hours ago (2 children)

I've just finished Turok for the first time. Some of these levels are absurd.

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[–] cecilkorik@lemmy.ca 9 points 13 hours ago* (last edited 13 hours ago)

I'm gonna have to go super old school on this, because I think gradually games have gotten progressively better about this as the art form advanced. The absolute worst for this that I know of for this has to be "Below The Root" which, despite this point of criticism was a mind-blowingly advanced game for its time, arguably the first real open world CRPG. I have no idea how anyone could've legitimately completed the game without either using a guide or playing it over and over for years to learn every possible route of progress. I think the confusing nature of the world was in fact simply because nothing of that scale had ever really been attempted before and there was absolutely no precedent for how to adequately guide players through it.

The world was, for its time, truly immense and sprawling with a multiple screen interiors for most buildings, a full cave system hidden underground, ladders and secret platforms aplenty. You could converse and trade with various NPCs in houses and wandering around on many of the screens. And when I say "screens" you have to keep in mind I'm talking about something this size. That is not a lot of context to work with for navigation.

It's also full of secrets and hidden things, and like many games of the time you will need to find and use pretty much all of them, in pretty much a specific order, to actually complete the game. I can't even describe how insane the sequence of events you need to do to actually complete the game is, this guy uses a guide and save states but I think it illustrates the general lack of clear guidance in almost all cases. Combine that with the fact that you "die" easily, your inventory is extremely limited capacity, and did I mention you're on a time limit? Because the "goal" of the game is to rescue a guy and if you take too long, he dies and you can't win anymore!

Many naive players (myself included) weren't even convinced it HAD an ending and just kind of played it endlessly like it was some early version of The Sims.

[–] Derpenheim@lemmy.zip 9 points 14 hours ago

Bro nothing will ever beat fucking metroid for the nes.

Main progression literally behind random wall tiles you have to bomb

[–] Yokozuna@lemmy.world 8 points 14 hours ago (1 children)

The original Final Fantasy. If you don't have a walk-through open next to you I have no idea how you would naturally beat the game in a respectable time frame.

[–] Peffse@lemmy.world 5 points 14 hours ago (1 children)

Everytime this game got ported, I'd retry it. I'd get over the bridge, get into town, fight the pirates, earn the boat... and get completely lost.

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[–] madame_gaymes@programming.dev 8 points 14 hours ago (1 children)

Antichamber

Serious headfuck of a puzzle game.

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[–] kayzeekayzee@lemmy.blahaj.zone 8 points 10 hours ago

Animal Well, but that's kinda the point

[–] bjoern_tantau@swg-empire.de 7 points 15 hours ago* (last edited 15 hours ago) (1 children)

Unreal. I stopped playing when I couldn't find the exit.

Edit: But to be honest that was kind of the norm back then. I hated Half Life for popularising the more linear level design.

[–] MudMan@fedia.io 7 points 14 hours ago (1 children)

I don't know, man, I ran around hugging every wall of deserted Doom and Wolfenstein 3D levels that a) noclip became the default way to play those games, and b) Half-Life felt like an amazing breath of fresh air.

Well, Quake 2 did, I guess. Half-Life felt like the next-gen take on that idea.

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[–] darthelmet@lemmy.world 6 points 12 hours ago (4 children)

I’ve probably played a bunch, but the one that most comes to mind is Antechamber. Super weird FPS puzzle game ala portal but with a lot of mindbending illusions, non-Euclidean geometry, etc.

It’s got a metroidvania structure but without much guidance and a lot of stuff will just loop you back to where you’ve been if you’re not getting things right. At some point I was just completely lost. I couldn’t possibly think of where I haven’t tried to go or do. Worst part if I tried to look up a guide I don’t even know where I’d begin to look.

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[–] BuboScandiacus@mander.xyz 6 points 11 hours ago* (last edited 11 hours ago) (2 children)

Every

Single

Old

Game.

I hate it

[–] Drbreen@sh.itjust.works 9 points 7 hours ago* (last edited 7 hours ago) (2 children)

As an old game player. If I stop and think about it, I really hate that I get frustrated /bored if I'm playing a game that doesn't tell you what to do / where to go at every moment.

To me I've feel like I've lost my sense of adventure.

Maybe it's also a time factor too, I don't have the same amount of time to play when I was a kid.

Having said that, game design certainly has improved over the years and lessons learned in what not to do when it comes to level design!

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[–] nthavoc@lemmy.today 5 points 6 hours ago* (last edited 6 hours ago) (2 children)

Atari's ET. Game was bugged. Every 80's kid that bought this was disappointed. It is the worst video game in history and all unsold copies were buried in a landfill only to be rediscovered decades later.

https://en.wikipedia.org/wiki/E.T._the_Extra-Terrestrial_(video_game)

The High Score is a great documentary that actually has the guy that developed it. I think he was high when he developed it which explains a lot.

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[–] HiTekRedNek@lemm.ee 5 points 10 hours ago

Zork. God forbid you forget to look mailbox

[–] inferni_advocatvs@lemmy.world 5 points 14 hours ago (2 children)
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[–] HollowNaught@lemmy.world 5 points 7 hours ago (2 children)

Subnautica and Hollow Knight spring to mind

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[–] OldChicoAle@lemmy.world 5 points 5 hours ago

For me it's always been Zelda games.

[–] GoodLuckToFriends@lemmy.today 5 points 6 hours ago

It feels like such a silly example now that I know the game, but tales of symphonia made me give up for about three years before coming back and beating it. There's a section where you're supposed to go to a specific city to progress, but there's a semi-secret long way around that lets you experience a different character's story early. Well, I somehow sucked at following directions and went the semi-secret way, and then couldn't figure out how to get ANYWHERE that let you do anything. I wandered around the same continent for several months (playing a few hours a week) before moving on.

[–] lepinkainen@lemmy.world 5 points 12 hours ago

Lego Harry Potter

For fucks sake it was obtuse. I had to use a walkthrough to figure out what to do next multiple times just in the first episode

[–] swagmoney@lemmy.ca 5 points 13 hours ago

Halo ce campaign.

[–] Lemminnewbie2@lemm.ee 5 points 12 hours ago (2 children)

Blue Prince for me right now.

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[–] j0ester@lemmy.world 5 points 3 hours ago* (last edited 3 hours ago) (1 children)

Metroid and Legend of Zelda I and II for NES.

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