Hi! Me again
Adabelitoo, please do pardon that previous little post of mine. There was originally another 1k words behind it, and 2 attempts to shorten it later I found myself midway through a wild, tangential rant on Discipline: A Record of the Crusade. I decided right there that it was time to revoke my posting privileges and go to sleep. Hell, I don't even remember posting that little blurb... anyway, since then I've been mulling over how I wanted to phrase my thoughts, and I got to thinking about Point & Click adventures.
*crosses fingers* Oh Lawd, please let this sound even remotely sane...
Point & Click games follow a simple logic of presenting you with a situation to be passed via either a dialogue choice or inventory item, i.e. the puzzles (Well duh!). The thing about their design though, is that there's a nice little sweet spot in making you ask "What should I do here?" where the info you're given via the game's narrative & internal logic (I'm looking at you, Deponia) is just enough to figure it out, but holding back enough to not make it obvious and lose the sense of accomplishment. Every now and again though, you hit a point that we'll call "What does the designer expect me to do here?" which can range from a multi-step puzzle having a strict order of completion (when, according the game's logic, the order shouldn't matter) to the infamous
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. At best, this lowers enjoyment of the game. At worst? Raging Fist, meet Fragile Screen.
Why am I starting with this? After your responses throughout this thread, I'm feeling that you're conflating a game's narrative/internal logic and the metagame of rollbacks, savescumming, and walkthroughs concerning this hypothetical you've brought up. Which puts this squarely in the "What does the Designer expect me to do?" territory, and I don't think that's good.
Let me break this down more, and I'll start with your example to me, and there's something that really needs to be said:
[...]Your example about shenanigans seems kinda extreme so let me set another scenario. You and this guy have to go somewhere, there are two pats, left and right. You choose right, you die, you choose left, you live. [...]
I know I'm cutting off the quote, and I really hate to attack the example directly, but let me be clear in saying this is the exact moment I hit Alt-F4 and remove this game from my system. No, seriously, and I'm not in rage-quit territory here either. You're bringing up the idea of an Instant-Death off what is basically a coin-toss of a choice, with nothing telegraphed ahead of time, and with no real point in the narrative (No, your difference of "Shot by Gun" and "Slipped on Doggy-doo" doesn't matter, because it's not linked to the narrative at hand.) There are ways you can pull off an instant game over though (and I can give my thoughts later if you want), but the situation as presented is a deal breaker in my opinion, and is not worth my time (to either play or post about in its game thread), it's not worth my bandwidth, and, most importantly, it's not worth my money. Hell, the best case in this scenario is me saying "Wow, this is some good art. Shame about all the B.S. it's attached to though," because I decided to take the time to extract & look at the assets before putting it in the bin.
(I'm certain that has come off as harsh, and I apologize because I am aware you're talking from a point with more information than you're giving out, and I can respect that. I'm just saying it like this because I've come across something of this style so many times with games posted in these forums that I've got to say it at least once, and that I really want you to avoid falling into this trap.)
While we're still on this example though, let me co-opt it a bit to try and explain Minotaur Burger thing again, preferably with a lot more clarity: It's still early game, and you (as the MC here, obviously) are headed to meet Manni, your friend, at a certain place (Where doesn't matter right now). You come to a crossroads, leading either Left or Right. Going Left turns out to be the direct route, ending with you meeting Manni at the time you agreed upon. Right, on the other hand, turns out to be the scenic route, this time with you being 20 minutes late and getting a quick "Dammit Lola!" bit of flavour text before the story continues on as normal, albeit with you now being 20 minutes "later" than if you had gone left.
So, minor branching, only difference of Left vs Right is 20 minutes. Moving on.
Now we're in mid-late game of the 'Right' path, and after a few more choices and a major plot branch we find ourselves stuck in a bad end. This is because being 20 minutes 'behind' we missed a portion of an earlier event, and having missed that we can't move forward now (and for argument's sake, let's say the other side of the major branch can't be finished if you arrive on time, i.e. if you chose Left).
Am I clear on the set-up this time? Late game plot point (Minotaur) forces bad-end because of an early game choice that seemed innocent (Burger). Now, I know
anne O'nymous kind of touched on this by bringing up Heavy Five, so here's my take on what I meant from 'Arbitrary Dev Shenanigans':
Are there some breadcrumbs of hints being left here and there, like the odd mention of Lola continually being late in the later narrative, so that it can be figured out naturally while not blatantly telling the player to "Go Left, Stupid!"? If so, Not-Shenanigans, I see this as fair game. To me this shows there was enough care when crafting the narrative's little details, subtly hinting at what's going on, and effectively keeps me motivated enough to
want to try again.
On the flip side, if it's unclear enough that it requires a random trial & error of possibilites, or if I'm expected to have a walkthrough in hand and rely on rollbacks, old saves, and other parts of the metagame? Well, we are smack dab in the Land of...
Hopefully that makes more sense than last time, as I really needed to get that one out of my system. I also look forward to everyone's reports, dismissals, and the lovely company of your ignore lists. Good night.