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)
Half Life 2 for me
I remember there being a few points like that in Megaman Legends 1 and 2.
A couple times in Linda Cubed Again. The game's next objectives are told to you by characters, or through the in-game voicemail system.
However, there is no "current quest" screen so if you take a break from the game, you can easily forget where you left off.
Also, it doesn't help that the game was only released in Japan (and fan translated only recently) so there's not a lot of walkthroughs you can follow.
So many times in GTA V I had no idea how to trigger the next mission. I would probably go back to it and play through if it had some sort of indicator for how to trigger the next campaign mission.
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.
The original Bard's Tale
Me and my best friend literally spent a month of near nightly playing trying to get through the first in-town dungeon
Daggerfall also fits the bill
Jedi Fallen Order has no fast travel and the map sucks, do you often end up lost or backtracking.
Divinity Original Sin is also one that doesn't guide the player particularly well.
Jedi survivor is the exact same way
Myst, sometimes Max Payne, Doom 3, Tomb Raider
Try Platoon on the NES, you get bombarded by ennemies while you have to find your way through this abomination of a maze!
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.
Fantastic game. If you haven't been already, you can tilt the camera slightly to get a peek at some of the hidden paths.
Absolutely adored that game! It's one of those that I wish I could replay without having remembers how I uncovered all the various secrets.
Control had me wandering around.
That's one of the best games I've played with one of the worst map designs I've ever seen.
I actually gave up because I was lost in an office most of the time.
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.
Lots of the vanilla WoW instances was like that. Often the way to the entrance was populates by the same level elites as the dungeon so you had to run a gauntlet just to get in.
The Deadmines and Uldaman comes to mind. And since you spawned at the entrance you had to dodge and sneak past patrols avoided on the run. Gnomereagan and Maraudin and parts of Dire Maul was very maze like if my memory serves me right
There is a reason that as long as Hellfire Citadel has existed, the first Google auto complete suggestion is "Hellfire Citadel entrance."
Metroid and Legend of Zelda I and II for NES.
Metroid for sure.
Metroid 2 was really bad for this too. If I hadn't been on a very long and boring vacation all those years ago, I probably would have never finished it.
Everyone should feel free to start their Metroid journey with Super Metroid.
Most recently it's Clair Obscur Expedition 33. There's an actual overworld map but you need to get your bearings in area maps and dungeons because there are none. You'll have to use local landmarks to get around, find clues for hidden areas, and the direction you actually need to go. I've spent hours in single areas just getting lost admiring the design and artwork.
So far for me the game has done a great job of having recognizable landmarks at least. I might not always know where I am, but I'll frequently come across something that orients me again.
I despise being lost in video games, but claire obscure has been fine because I never feel like I get lost for too long. Just long enough to appreciate the gorgeous and very weird world I'm in.
I still sometimes wish there was a map but it would probably be a net negative.
Head Over Heels. Somehow I eventually managed to complete it, after much trial and error.
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.
Open ended games, like Minecraft and NMS , can be really hard for people who only play 'on rails' type games to wrap their minds around. 'Whats the point?', the same one as in living your life.
Also, personal opinion, Stanley Parable is NOT a game. It is a walking simulator with a bunch of bad philosophy thrown in.
Wherever Stanley Parable is a game or not, isn't really important. Someone could make the argument that open ended games, without a clear winning or completion state aren't games, but instead simulations.
Someone could argue that the winning or completion state of Stanley Parable is seeing all endings.
Other people say that to be a game, you need some kind of adversary or challenge to overcome, but that would depend on the definition of challenge. Is figuring out what to do in order to see a ending you haven't seen before a challenge? If not, that would exclude many other genres.
So I just do not want to down the road of making useless distinctions, and be liberal in my understanding of words, and just ask if something is not clear.
I just call Stanley Parable a game, because the creators call it a game, you can buy it and games similar to it for game consoles and on Steam under the game category. Wherever you can or cannot find enjoyment in experiencing it, does not depend on wherever it is a game or not.
Beavis & Butthead (SNES/Genesis)
For me it's always been Zelda games.
I spent so long on the 3DS in ocarina of time just running all over the entire map not sure how to progress, I eventually gave up. Those stupid boulders are supposed to give you tips but idk I just couldn't figure it out back then.
Chrono Trigger had me looking up guides as several points just to find a way to progress.
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