These were almost always tests on one’s observational skills and parsing over every little detail until the path forward reveals itself. This ‘guess what the developer was thinking’ issue wasn’t as pronounced in the point and click sections of the game. What compounds this here is that the feedback is binary either what I typed works or it doesn’t and I get the equivalent of an error message that doesn’t offer any guidance on exactly what the developer was thinking. So instead of walking around the house and losing myself in the story I’m now trying to guess what the developer thinks are the right words to say. For me this creates a schism where it stops being about me vs the game and instead becomes a battle of how my exact wording for doing something very simple differs in verbage in how the developer would write it. ![]() ![]() Perhaps the developer perceived ‘walk into yard’ as walking around the house. If for example in a text adventure game you are trying to walk around a house you simply typing ‘walk around the house’ may or may not work.
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