- Jan 7, 2020
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Roamed for 4-5 days and NEVER seen anybody!how you get the keycard has been explained in the previous page by ut1stgear1. basically you have to roam around the place, including the reception desk, to get it.
Roamed for 4-5 days and NEVER seen anybody!how you get the keycard has been explained in the previous page by ut1stgear1. basically you have to roam around the place, including the reception desk, to get it.
Roamed for 4-5 days and NEVER seen anybody!
I got keycard and morning bj with kira than what?Easily said IF you can get the KEY CARD But can't find any body or a key card!
Sure ... except that, as I mentioned, Breath Of the Wild is a return to the exploration based style of gameplay, and it was a big success which has spawn a spin-off, a sequal in production, a slew of popular clones, and is itself strongly influenced by previous game in some aspects, and all of those things have been popular lately. So ... not so much dead as "making a comeback."There is a reason why that kind of gaming experience died and its buried.
Very few people like it and its more because of nostalgia than anything else. There is no skill involved, just time wasting.
Current gaming is based more on skill than spending stupid amounts of time doing mindless stuff for no reason.
In your example, there is literally 0 skill involved in carryng those bombs and bombing the rocks, any 5 year kid could do it, you just need to have time to waste.
I am not playing it. I just gave some feedback after trying it and left it aloneSure ... except that, as I mentioned, Breath Of the Wild is a return to the exploration based style of gameplay, and it was a big success which has spawn a spin-off, a sequal in production, a slew of popular clones, and is itself strongly influenced by previous game in some aspects, and all of those things have been popular lately. So ... not so much dead as "making a comeback."
You are right that it is not a "skill-based" style of gameplay. It's based on the sense of exploration and discovery. The original Zelda was inspired by Miyamoto's experiences playing in the forest behind his home as a child. Recreating that feeling was the whole point. It doesn't require a lot of skill to peak under rocks and logs and discover cool bugs and stuff. It's not "for no reason" if you happen to be someone that enjoys it. Enjoyment is the ultimate purpose of most games.
So, in a way, you're right. While it could be said that too many hints defeats the purpose of an exploration based game, one could also say that exploration based games in general don't require as much skill as other kinds of games.
In the end, that just means you're another person coming into the thread of a game you don't like
because that's not the kind of game you like
and complaining that it's not the kind of game you like.
Too bad. Don't play it.
Even old school had magazines and strategy guides. What's easy for some can be difficult for others, and instead of saying f them and "do better", what is the harm in a little help so they also can enjoy it?Re: The lack of a hint system talk between Guyin Cognito and juan palote.
I prefer the old school style of games not holding your hand. Trial and error, just straight up trying everything I can to get the game to do something. But the examples of just randomly trying bombs is a bad one. If the first or second bomb doesn't yield results and you haven't been told to specifically blow up everything there's a good chance a player is going to wander off and try something else somewhere else... unless a friend or a guide has told them otherwise, and let's be honest with ourselves that's right up there with in-game hint systems. A prompt to say you're on the correct path would be a good idea in that case. Something like "I feel like I'm on the right path, I should bomb another..."
A better example of a game not holding your hand that's more relevant, in my opinion, is when trying things in point and clicks that don't work but still result in something happening, such as dropping a pen lid into a hole towards the end of Broken Sword. It did nothing at all, and George acknowledged that in a quippy why the fuck did I expect anything to happen from that kind of way. Clicking things and getting no reaction out of the game at all is boring. Modern games that try to approach things in an old school no hand-holding kind of way often seem to forget that the game should still be entertaining while you're struggling or failing miserably. If there's no hand-holding hint system I expect to at least be told when I'm doing stuff wrong so I don't feel like I'm just wasting time. And being told you're not on the right track is a good opportunity for the devs to have fun with flavour text.
I think you missed my point entirely. I even mentioned strategy guides and word of mouth for help with old school games.Even old school had magazines and strategy guides. What's easy for some can be difficult for others, and instead of saying f them and "do better", what is the harm in a little help so they also can enjoy it?
Fair enough, personally being intuitive is way below story, intriguing characters and lewdness,etc for me. If the only fault a vn needs a walkthrough do to some of it without getting lost, it doesn't really bother me.I think you missed my point entirely. I even mentioned strategy guides and word of mouth for help with old school games.
My point was while I prefer a game not to hold my hand and tell me everything I need to do, I still expect it to tell me what I'm doing right and wrong.
If a game needs a hint system or strategy guides/walkthroughs then it's really doing a bad job at being intuitive.
Exact this, the Skip time button dont work, so you click Stupid arround only to read "In develoment" or "This is no good idea"Roamed for 4-5 days and NEVER seen anybody!
V0.5 is not available for $1 patron and i don't think they have any high tier patronVersion 0.5 is available since November 28, 2020.