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I honestly do not agree with you. Walkthroughs have their uses but I found they ruin games more then they help, getting stuck is not fun but people use the walkthrough to play step by step. Most RPG used to have you make choices and quests that you had to figure out, sometimes the choice you made, despite being a morally good choice, had bad consequences (the good old times). You lose discovery and having to make choices without knowing the outcome. Then there are puzzles and secrets, if you use a walkthrough those are meaningless, have no place in the game and needs to be removed. The same with boss fights and achievements, knowing beforehand how to get the achievements kind of ruins a lot of the fun.
My compromise is to use a walkthrough only if you have been stuck for several days or on your second playthrough. Unfortunately most players are under 18 and with little to no self control.
This is all a subjective matter of taste. I'm reminded of Panzer Dragoon Saga, in which you needed to do certain things to end up saving a kid from a disease, which I never knew was possible until years later with a walkthrough.
As a kid, I originally played Pokemon Yellow with a walkthrough too and had a blast.
As I said, walkthroughs are fine on second runs to find out what you missed. But playing from start you are basically using cheats.
Nothing wrong with single-player cheats either.
I actually had an argument on Reddit with someone years ago that argued that tough puzzles didn't count as difficulty because of walkthroughs making them trivial. I call BS on that, as that's just choosing to cheat no differently than if I were to turn on a god mode or hack a fighting game to take no damage.
I always play blind though, mainly because figuring out how to get to the end of a game is the whole point for me. The game to me is the adventure itself with the ups and downs, not making sure I did everything flawlessly to get the "good" ending. Although since I do play a lot of old games, I have to feel at times they put things in on purpose to get someone stuck so they'd have to buy one of those old guidebooks. Sometimes there's a moment of "how the fuck would I have known that!" in those games, and it's often something way too simple. Still better than follow the dots to the next objective then do as you're told.
You are correct. They didn't actually solve the riddles or puzzles, they turned aside and asked someone for the answer. They didn't finish the game, they had someone else do it for them.
Look, the mouthbreathing retards want to have fun too. They want to finish games too. Games need to be MORE stupid, MORE linear, LESS options LESS strategies. Think of the leftists and other retards that want to finish games too. They are the majority. You will never see another mainstream, CRPG with budget in your lifetime.
I don't necessarily mind linear, but of more in a modern sense. It's used to describe anything that's not the bland open world where there's 100 hours of the dullest possible filler content. I've been playing a lot more old games lately, and some of the simplest things have nothing to do with whether the combat is easy or hard, etc. Like getting rid of the objectives on screen. I want to be told "go speak to the mage who lives in the forest to the south" just to get there and find out I can't get through the gate and have to go backtrack and find out where to get the key, which if I'd just talked to the guy in the inn beforehand I would have known to go get it first anyway, etc. Everything is so spelled out and navigated for you now.
Speaking of CRPGs, that reminds me I've been meaning to go back and try Ultima series. No idea how I never played those as a kid with some of the other stuff I did play.
Some people are just too stupid and lazy to solve basic puzzles or finish a child's game.
They want to have fun too. Walkthroughs are for them, for our less fortunate brothers that must breathe through their mouth and who will never know the loving touch of a woman. They just want to have some fun too.