I guess I’ll stop posting with as much enthusiasm. The game finally defeated me, and I had to look at the walkthrough.
It’s a very interesting experince from a design point of view - how to avoid what happened to me, and is it something the game designer would indeed even want to avoid?
The thing was, I had exhausted myself thoroughly. I had checked every room and pondered about them all at length, I had checked my entire inventory. I had thought about the various puzzles I’d identified, tried oh so many ways to solve them.
And yet I was plagued by the following doubts:
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What if I’m wasting time solving puzzles that I can’t solve yet? (turns out, I was)
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What if I’m wasting time thinking about this room if it’s clear that I’ve solved all the puzzles there? But, is it really clear that I have? Is there anything I’ve overlooked?
At a certain point, playing a game like this becomes raking over the same places over and over and over and over again. This is where ML is so good - the writing, the setting, it’s all conducive to experimentation; I keep finding new little avenues of experimentation.
But at a certain point what I really needed was to solve the one puzzle I couldn’t identify that would unlock the rest of the game for me. If you’re curious, it was getting access to the furniture exhibit.
I’m severely bothered that I didn’t solve this by myself, but I don’t think I could have. I had the item I needed in my inventory, I’d correctly deduced its use, just not where to use it (and I was actively looking for a place to use it!). I either misunderstood the description of the thing I was supposed to use my inventory item on, or I just didn’t make the connection.
I’m not bothered in the sense “Damn, I could have figured it out myself if I’d stuck to it!”, or even in the sense “What? How was I supposed to know that?!”. Worse, it’s like “Oh damn, I never would have figured this out and yet I had all the pieces in my hand.”
What would have alleviated this, I wonder? The game is already as heavily clued as it can be without actually giving out hints. There are so many puzzles you can work on at any given time… maybe a mechanism for me, the player, to know what puzzles I should be focusing on? With a game this big you’re constantly going over old ground, revisiting puzzles, revisiting locations, which is part of IF. It’s the age-old question - if the player gets thoroughly stuck, not because of ineptness but because his mind just didn’t make the connection (often because his mind’s eye is not seeing the same thing as the author’s), how do we push the player along? How do we hint? Heck, how do we even know he’ll NEED a hint?
The thought occurs that having a hint system in-game might alleviate this… Something subtle, a nudge. Making hint-systems is an artform in and of itself, one that maybe hasn’t been fully explored.
Anyway, I’ll be trudging on, avoiding the walkthrough from now on, but I was really hoping not to have to resort to it. Dash it all.