• CoderKat@lemm.ee
    link
    fedilink
    arrow-up
    4
    arrow-down
    1
    ·
    edit-2
    1 year ago

    Your comment has a vibe of complaining about that, but I like it for the exact reason you’re replying to. It’s a little overtuned (I’d like a couple of minutes before being given a hint), but I don’t have the patience for getting stuck for long periods of time, especially if it’s because of game limitations (ie, I can think of alternatives, but the game doesn’t let me use the alternatives because that’s not how video games work).

    I also really like when games make it clear that I can’t do something right now. Horizon has been great about that, with Aloy remarking that she probably needs some tool or should come back later. I always hated spending 10 minutes trying to get to some obvious treasure, googling it, and being spoiled because the Google result will tell me (in too much detail) that it’s a late game thing.

    • Blackmist@feddit.uk
      link
      fedilink
      arrow-up
      6
      ·
      1 year ago

      Yeah, that’s sometimes really immersion breaking, but it does save time.

      One of the recent Tomb Raider games (“Shadow of the” probably, which was otherwise unremarkable) had separate settings for puzzles, combat and exploration, so you could turn puzzle hints off completely. I still kept the exploration setting though, because it’s a nightmare to find the puzzle parts among all the clutter that modern games throw in. Like a wall full of cogwheels, but only two of them are part of the puzzle and the rest is just scenery.

      • CoderKat@lemm.ee
        link
        fedilink
        arrow-up
        3
        ·
        1 year ago

        Yeah, that setting was great. I wish more games would have granular difficulty settings.