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submitted 2 months ago by eru777@lemmy.world to c/games@lemmy.world

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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[-] socsa@piefed.social 44 points 2 months ago

Ecco the Dolphin is literally impossible without a guide.

[-] mudstickmcgee@sh.itjust.works 19 points 2 months 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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[-] hank_the_tank66@lemmy.world 42 points 2 months ago

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 25 points 2 months ago

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 12 points 2 months ago

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 12 points 2 months ago

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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[-] SkunkWorkz@lemmy.world 7 points 2 months ago

I sorta had the same problem with Ocarina of Time. Was stuck in the Deku Tree basement. Didn’t know you had to use a stick with fire to burn cobweb. I thought the game was broken and was thinking about returning the game until I accidentally solved it by fucking around. Not sure if Navi explained it or not, but my English wasn’t very good when I was 10 and the game didn’t had my native language as an option.

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[-] Aganim@lemmy.world 38 points 2 months ago* (last edited 2 months ago)

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 18 points 2 months ago

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

[-] Twinklebreeze@lemmy.world 16 points 2 months ago

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 11 points 2 months ago* (last edited 2 months ago)

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 13 points 2 months ago

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 8 points 2 months ago

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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[-] Delta_V@lemmy.world 29 points 2 months ago
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[-] rustyfish@lemmy.world 22 points 2 months 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
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[-] taiyang@lemmy.world 22 points 2 months 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.

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[-] CheeseNoodle@lemmy.world 21 points 2 months ago

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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[-] unknown1234_5@kbin.earth 18 points 2 months ago

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

[-] TheDoozer@lemmy.world 16 points 2 months ago

This is an extremely specific situation in a game, but...

In World of Warcraft, back in the day, there was a dungeon in Outland, I believe it was Helfire Citadel. It wasn't particularly hard, but if you died, you were screwed. The way dungeon deaths worked was your spirit would spawn in a graveyard out in the regular world, and you would have to run your spirit ass back to the dungeon entrance to respawn. But finding the entrance to Helfire Citadel was so difficult I told the group if they don't rez me, they'd have to just kick me, because I'd never make it back in. It was awful.

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[-] dumblederp@aussie.zone 15 points 2 months ago

Control had me wandering around.

[-] zymagoras777@lemm.ee 10 points 2 months ago

That's one of the best games I've played with one of the worst map designs I've ever seen.

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[-] DoucheBagMcSwag@lemmy.dbzer0.com 14 points 2 months ago* (last edited 2 months ago)

Most 90's and late 80's point and click games (Sam and Max, Full Throttle, Monkey Island, The Dig, Loom, Maniac Mansion, Day of the Tentacle, Indiana Jones and the Fate of Atlantis, Zack McCraken and the Alien Mindbenders, Kings / Space quest, Dark Seed, Beneath a Steel Sky)

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[-] Kazumara@discuss.tchncs.de 14 points 2 months ago

Disco Elysium for me. Too many open directions. Too much player agency. I had no idea where I should go.

[-] abigscaryhobo@lemmy.world 12 points 2 months ago

I always took Disco as just a "stumble into the plot" kind of game. You're not supposed to go anywhere.

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[-] DragonTypeWyvern@midwest.social 11 points 2 months ago

The funny thing about Disco Elsyium is that there's so much to do in the opening area and it builds such a rich picture of the city that you assume it's a much bigger world than it really is.

It really isn't that much bigger than the first part, but they did such a great job you don't end up minding.

[-] jonjuan@programming.dev 13 points 2 months ago

I got echo the dolphin for Sega genesis when I was about 8. I don't know how much of the game I got through, but thinking back it couldn't have been more than a few percent. And I played that shit for hours trying to figure out where to go next.

[-] VitoRobles@lemmy.today 8 points 2 months ago* (last edited 2 months ago)

I still have the fond memory of the Ecco the Dolphin being called like game of the year by many magazines. So I begged my uncle to rented it from Blockbuster. First few days, I struggled. Then I asked to extend the rental. After a week, I gave up. Game was bs. I played Nintendo hard games.

A decade later, I decided to read about Ecco and how brutally unfair it is and yeah, fuck that game.

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[-] HollowNaught@lemmy.world 12 points 2 months ago

Subnautica and Hollow Knight spring to mind

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[-] setsneedtofeed@lemmy.world 12 points 2 months ago

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 8 points 2 months ago* (last edited 2 months ago)

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

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[-] PieMePlenty@lemmy.world 12 points 2 months ago

Old DOOMs up till 64. Halo 1 was also very repetitive in its lookalike hallways and got me lost multiple times. I don't miss the get lost mechanics of these games. Especially in doom where the function of the many look alike chambers was unknown to me so the architecture made no sense.

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[-] kayzeekayzee 11 points 2 months ago

Animal Well, but that's kinda the point

[-] Evotech@lemmy.world 11 points 2 months ago

Morrowind, but in a good way

[-] Derpenheim@lemmy.zip 10 points 2 months ago

Bro nothing will ever beat fucking metroid for the nes.

Main progression literally behind random wall tiles you have to bomb

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[-] madame_gaymes@programming.dev 10 points 2 months ago

Antichamber

Serious headfuck of a puzzle game.

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[-] tophneal@sh.itjust.works 10 points 2 months ago

Myst 3 and hollow knight got me that way. Hollow knight was the worst, I simply couldn’t tell where I needed to go and where I’d already been 😅

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[-] j0ester@lemmy.world 10 points 2 months ago* (last edited 2 months ago)

Metroid and Legend of Zelda I and II for NES.

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[-] jsomae@lemmy.ml 10 points 2 months ago

Any metroid game.

[-] CCAirWater@lemm.ee 10 points 2 months ago

Just started playing a simple isometric game called Tunic. It's cute, and you play as a little button mashing fox creature with a sword in a language that's gibberish as you find hidden paths in the isometric style. It's frustrating for being so simplistic, because the hidden paths are hidden. I kinda like it so far tho. Just simple, relaxing, chill music, and cute AF artwork.

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[-] OldChicoAle@lemmy.world 9 points 2 months ago

For me it's always been Zelda games.

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[-] brsrklf@jlai.lu 9 points 2 months ago

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

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[-] cmhe@lemmy.world 9 points 2 months ago* (last edited 2 months ago)

I would say many games with procedural generated worlds, like Minecraft, No Man's Sky, etc. Where the main task is deciding where do I go next, where do I settle down, maybe there is some better place over the next hill, next planet, etc.

There are other games, where it is also sometimes not quite clear what to do next. Like games have a lot of progression and rebuilding of stuff that was done before because of it. Like Satisfactory, Factorio, etc.

And on a more literal sense, where you actually redo the game over and over to progress, like The Stanley Parable or Outer Wilds.

Some games have a very labyrinthine level design, where it also isn't really clear what to do next, like Dark Souls, Subnautica, etc.

Or environment puzzles, where you have to figure out how to progress, like the Myst series, Riven, etc.

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[-] Bunny19@lemmy.world 9 points 2 months ago
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[-] GoodLuckToFriends@lemmy.today 8 points 2 months 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.

[-] cecilkorik@lemmy.ca 8 points 2 months ago* (last edited 2 months 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.

[-] BmeBenji@lemm.ee 8 points 2 months ago

All of fucking Bloodborne. Fast travel is great. Building into the narrative where you don’t tell the story directly? Fuck that.

[-] acosmichippo@lemmy.world 7 points 2 months ago

The Outer Worlds is a perfect example of this in the best way possible.

[-] Yokozuna@lemmy.world 7 points 2 months ago

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.

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[-] darthelmet@lemmy.world 7 points 2 months ago

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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this post was submitted on 03 May 2025
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