Morrowind, but in a good way
The first 4 Tomb Raider games on PC/PS1
Digimon World on PS1, made worse by the fact that it's a tamagotchi roguelite RPG. I never played DW3, but I heard it can easily become a "where the fuck do I go now?" because of obtuse/asshole time sinking designs here and there
Any metroid game.
I'm sure I can think of several examples but recently I was replaying the original Darksiders and boy howdy did I get lost all the fkn time
Disco Elysium for me. Too many open directions. Too much player agency. I had no idea where I should go.
I always took Disco as just a "stumble into the plot" kind of game. You're not supposed to go anywhere.
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)
Dark Seed was old school hard and explained nothing. Gave up multiple times, wasn't playable for me. Sucked because I'm a huge fan of H.R. Giger.
All of fucking Bloodborne. Fast travel is great. Building into the narrative where you don’t tell the story directly? Fuck that.
Half Life 2 for me
I remember there being a few points like that in Megaman Legends 1 and 2.
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.
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.
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
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.
Yeah with the lock on button? When I figured out that holding the dodge button let me sprint, it blew my mind haha
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.
It is super, super cute. I started it on a whim and I love that it doesn't really give ya anything. Like a souls-like game, it's just 'figure it out as you go' but a cute fox and bug creatures.
Try Platoon on the NES, you get bombarded by ennemies while you have to find your way through this abomination of a maze!
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.
Surely that's the point though. Isn't the map design part of the Tower of Babel madness vibe?
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."
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