Like many, I stopped playing my first time over a frustration with the jet pack and ship movement controls.
I returned later, this time determined to master the movement controls only to find that after mastering them you eventually abandon perfect movement for efficiency anyways and perfect gameplay looks a lot like the initial flailings.
Anytime you get 'stuck' in the game the answer is always, "what have you tried, what can you try instead?" Illuminating the tendency to presuppose an answer, and grow frustrated when it fails repeatedly.
It's certainly a "just play it without looking up anything about it" game. I went in without being spoiled by the "first surprise" that is referenced in this article and was stunned when I figured it out.
Swapping FPS violence for scientific and archaeological discovery, and a wholesome story centered on the social bonds of music make for a truly wonderful gaming experience.
I highly recommend the game to anyone.
1. The game has depth to its locations that shows up on repeated visits. Expect to return with better tools/information to see new things. Shortcuts will reveal themselves over time.
2. There is an in-game tool that takes notes for you, hints at undiscovered content, and can provide on-screen waypoints to help you navigate.
3. Don't be too worried about your (avatar's) personal safety, or about rushing. Later there may be times where both might matter for your goals, but the game is designed to support trial-and-error.
A puzzle game I liked 100x more is “Baba is You”. Should be very appealing to programmers.
I don't know if I'm missing something that would make the game click for me, or if I just won't enjoy it. I can't ask anyone, because I'll ruin it if I am actually missing something.
The two games the article has pictures of games are IMO everyone who plays games should play; they are two of the best of all time.
As someone who’s played a lot of video games, very few gameshave come close to the experience that was Outer Wilds.
Textbook definition of a game I wish I could forget so I could play again for the first time.
Outer Wilds, though, what a game. but it felt more like exploring in BotW, even although there is obviously no combat... kinda? there is sort of "combat" in one of the planets, although the only thing that you can do is lose. hmm, that planet is like BotW, but you have 3 hearts and a stick, and every enemy is a Lynel.
Anyway, that aside, it's a great game, you get a board where you can see everything you've discovered, whether you missed anything important, and links to other things you can pursue still. Or just go to a random planet / place of interest.
Blue Prince is the best puzzle game in the past 10 years.
I’m not going to sue the author, obviously; but it sounds as though he enjoys puzzle games in a different way and for a different reason from me, and I find it hard to relate to his feelings about them.
If your plan is to cheat as soon as you get stuck, I can’t imagine why you would choose to play a puzzle game at all. For me, what I enjoy about puzzle games is precisely the immense satisfaction that comes from conquering a well-designed puzzle after a struggle.
When I do the New York Times crossword too, I'll try to figure it out without hints. If no progress for 10-20 minutes, I'm opening google. I enjoy it more this way.
I will admit that sometimes once I figure out "the trick" to the puzzle, I'll cheat and grab the solution rather than working it out by hand.
I agree with you though. The idea of having my sudoku puzzle spoiled for me by giving me a critical digit seems totally alien. They might as well be the kid blurting out answers in math class, depriving everyone else of learning. Of course many kids in the class were happy to have the "freebies" even though it contributed to lack of skills down the road.
My limit might be lower than yours but I don’t think there’s anything inherently wrong having a limit that means you shouldn’t play puzzle games.
[0] Part 1: https://www.youtube.com/watch?v=oCHciE9CYfA
some of the harder ones I did screenshot and overlay in Inkscape and draw out the candidate shapes, which I guess isn't really cheating?
When I played through Blue Prince, I had an important area of the game undiscovered for in game weeks because I just didn't notice a path that was not meant to be hidden. It was in an area that it made no sense for me to further explore because it was challenging to get to and seemed to have nothing else to offer (I presumed until I had unlocked something further in the game). It was a big relief when I was talking through my progress with a friend who was further along than I, and they prompted me to go back and look again.
Wish someone would wipe my memories of that game so I can play it again.
Felt the same for years, now I am doing a new playthrough.
I figured, of course I know the solution to the puzzle, but I am hard pressed to remember all the details of how I uncovered that answer, and I know that you can uncover the clues in nearly any order so I know this playthrough will be new in its own way.
And I miss the world, and the gameplay.
>I keep wondering if there's a way to have that baked into the game.
Demon Souls' system of leaving little messages behind for other players is sort of similar.
https://www.reddit.com/r/outerwilds/wiki/index/gamerecs
I can vouch for Outer Wilds and Tunic being masterpieces, with Blue Prince getting a B+ from me.
Perhaps one difference between the author and me is that I usually have closed-ended questions rather than open-ended questions like “give me a minimal clue that’s helpful but not obvious”, for which I’d trust ChatGPT far less.
Mario Maker 2 has a "Check Point" system where the software remembers whether Mario has reached one of two "Check Points" in the course and if so resets Mario to that point if/when he dies. You can only have zero, one or two such "Check Points". This leads to two important phenomena
1. Antis. A Soft Lock is a situation where Mario can't win, but also can't die, this is extremely frustrating because the player must start over, losing any progress. A good course designer ensures this never happens. But a twisted course designer does so by making it possible yet extremely difficult to die in this situation, thus the art of the "Anti-Soft-Lock" or just "Anti". The player is tricked into entering a situation in which they must complete some very difficult tasks, not to win but just to die and keep playing from a check point they've reached.
2. Knowledge Check Points. With only two CPs, a really elaborate course must either stretch considerably between the CPs, meaning players who die between CPs must re-do a lot of work and that's annoying OR invent a way to re-use them. There are tricks to re-use exactly two CPs plus the "Red Coins" from Mario which are kept when Mario dies, but a cleverer trick is to just have the player learn something which changes how they will behave.
My favourite KCP is an MM2 level where the player can't win... until they realise there's a way to obtain an important power up right at the start of the course, which then changes how they tackle everything else and opens up a route to success. The dead end you'd reach if you don't know about this, reveals that hidden power up.
Steam guides for Blue Prince are fantastic about this, and were extremely welcome to me once the RNG nature of the game stopped being exciting and started being a tedious obstacle. There's nothing quite like needing to spend several real world hours to try a puzzle solution that may be a complete waste of time, simply because the game doesn't really like to spawn the needed rooms (in an acceptable configuration) very often.
So it's still very fun to replay it with a randomizer for example.
I'm not someone who uses LLMs heavily, but I've found this kind of usecase suited my needs very nicely.
But it seems to me spoilers are mostly for narrative puzzle games, or secret twist / riddle puzzle games. There are a lot of puzzle games where you either can't look up the solution (games like Demon Bluff) or where looking up the solution/hints mostly spoils one level at worst (e.g. Baba is You).
A game where seeing a single screenshot ruins the experience wasn't very substantial to begin with.
> Because information equals progress in this genre, there’s typically no way to brute force the path forward whenever you find yourself truly stuck.
Except that is almost always possible - games by their very nature are usually very restricted in what you can do which makes exploration of all possible options possible. But usually better would be trying to reason about the problem. Looking up outside help is and has always been equivalent to giving up - which is fine if you don't want to solve the puzzle but definitely not needed to progress if you are patient.
I don't think that follows at all, I'm currently working through Blue Prince and the way in which that game gives you information later on which completely recontextualizes things you have encountered earlier makes it so that a screenshot of something could definitely rob you of experiencing that moment, which is a big part of the joy of that game.