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How Strategy Guides Affected Gaming

Heartless Gamer writes "2old2play has another great story up looking into how games have become more complicated due to strategy guides. From the article; "Strategy guides have affected gaming by making games harder for all of us. That's right, it's not a typo — strategy guides have created more difficult games. Lend me your eyes and attention spans, and I'll explain. Admittedly, it may be a rambling explanation, but bare with me and we should get there eventually." Ya know I always find a strategy guide for things like Final Fantasy just because some puzzles are just ridiculous and I have no interest in trial & erroring for an hour when I'd rather kill monsters. But there really is somethign to this.

352 comments

  1. Follow the money? by ackthpt · · Score: 5, Insightful

    strategy guides have created more difficult games.

    Strategy guides have been with us for a very long time indeed, almost as long as we've had games. I did a little research, and the earliest reference I can find to what I think qualifies as an 'official' strategy guide, are the 'hintbooks' published by Infocom in support of their adventure games.

    I remember those, form the early 80's. When you had to buy Invisi-Clues to solve InfoCom games. It struck me that some of these puzzles were so far from obvious you were going to fail without the booklets and their magic markers (which made the clues visible.) Why would I put this object in there? Where's the in-game hint there I should try such a thing? After all, there were probably 1.07e22 possible combinations...

    I don't remember a strategy guide for Space Invaders, but one for patterns to Pac-Man was a near best seller.

    Ya know I always find a strategy guide for things like Final Fantasy just because some puzzles are just ridiculous and I have no interest in trial & erroring for an hour when I'd rather kill monsters. But there really is somethign to this.

    Well, you seem to have hit the nail on the head with the video games -- you're getting pretty poor return on your entertainment dollar if you beat the game the day you bought it, thanks to a guide which tells you where to get the Spear and Magic Helmet you need and where the wabbit is hiding so you can kill him. Everyone is in a big hurry these days. Some is just impatience ("I want my reward, now!") and some of it is competitive ("George has already got the magic carpet from the Genie? Crap! I need to catch up to him!") I thought a Simpson's episode did a bit of fable (complete with moral) where Bart wanted some video game incredibly bad, then when he could just about get the game, some rude kid shows up in a shop and tells his mother the game is passe and he doesn't want it, he wants something else now. There's something about traveling in the herd which makes people need to succeed and buy these things.

    I'm so happy to be out of most of these newer games and having lots of fun with old games (even infocom invisiclues can now be found in the internet :-)

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:Follow the money? by legoburner · · Score: 5, Insightful

      At least nowadays we have gamefaqs to save money on overpriced gaming guides. Although most games are more fun without gaming guides, every now and then there is one puzzle in a game where something has been missed along the way and a little help is needed. I find gaming guides most useful if I play a game for a little while, then dont play it for a few months and cannot remember some of the smaller details needed to get past puzzles once I pick the game up again.

    2. Re:Follow the money? by drinkypoo · · Score: 5, Insightful

      The thing is that lots of games are fun as they are, and can be completed without finding everything, but if you want to experience certain parts of the game you'd have to be fucking insane to actually get there without help. I mean think about Vincent's ultimate weapon in FFVII... In order to even get to that quest, you have to race your chocobos enough to level them up, then feed your chocobos weird food, then get them to breed. You need to go through two generations of breeding (minimum) in order to even get the kind of chocobo you need to get to where his quest is. Or how about that place on the railroad tracks you have to just sort of spontaneously turn and go up a rock wall to get? There's no visual clue whatsoever that there is a place to climb up there. NONE. And if you go past it and don't get it the first time you're there, it's not there the next time you go by, either.

      Basically, games are designed to sell strategy guides. What more proof do you need?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:Follow the money? by Overly+Critical+Guy · · Score: 0, Troll

      This story is so old. It's been a long-held idea that games are made more difficult in order to sell strategy guides or web site banner ads. So not only is this nothing new, but "somethign" is spelled incorrectly, by our own favorite linguist, CmdrTaco.

      --
      "Sufferin' succotash."
    4. Re:Follow the money? by packeteer · · Score: 4, Insightful

      First off let me say i am a video game tester for a living and have played every single xbox and xbox 360 game to ever come onto the market (and many that never made it). Let me tell you video games are not getting harder, they are getting easier. The trend in video games is to make them into an interactive movie.

      The biggest money makers in video games are sports games, second to that are the titles based on movies. I realized this one time when I was testing Ninja Gaiden. I realized that there was a single attack button that you just hit over and over during combat. The game made you do all kinds of cool looking moves including decapitations and wicked slashing combos. You as the player did nothinhg but hit 1 button and watch.

      Another game that was just an interactive movie was the xbox King Kong game. The game was extremely linear and the combat was based of learning a gimmick that once you knew you would not die. There was no difficulty in finding your way around becuase the game resembled a tunnel and all the fights were so easy that as i said before, you were simply watch a movie and your controlle rwas along for the ride.

      --
      unzip; strip; touch; finger; mount; fsck; more; yes; unmount; sleep
    5. Re:Follow the money? by Anonymous Coward · · Score: 0

      Strategy guides are made to bring in more money without raising the price of the 'game'.

    6. Re:Follow the money? by dargon · · Score: 1

      Along with gamefaqs, there's also wikis, such as gamewikis.org which covers guildwars, oblivion and neverwinter nights 2 (currently)

    7. Re:Follow the money? by Anonymous Coward · · Score: 0

      I assume you are referring to Bonestorm?

    8. Re:Follow the money? by Blakey+Rat · · Score: 2, Insightful

      Uh, Ninja Gaiden is the hardest game I've played in the last 5 years, no doubt about it. I don't get whether you're trying to use that as an example or not.

    9. Re:Follow the money? by Babbster · · Score: 1
      I don't remember a strategy guide for Space Invaders, but one for patterns to Pac-Man was a near best seller.

      I got my Pac-Man pattern guide on the record sleeve of my LP copy of "Pac-Man Fever." It was...driving me crazy?
    10. Re:Follow the money? by radish · · Score: 1

      I'm curious - what was the trick in King Kong? I mean it certainly wasn't a hard game, but I died plenty (run out of ammo, have to use the stupid spears, get eaten).

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    11. Re:Follow the money? by amuro98 · · Score: 2, Informative

      I can remember the Invis-clue books.

      But I also remember when strategy guides were just that - strategy guides. They complemented the information in the game's manual (yes, I can remember when games had manuals - REAL manuals - some even had fancy binding and everything!)

      Nowadays though, most strategy guides hit the shelves months before the actual game even arrives - and in many cases you'll need the guide simply because it contains information that should have been included in the game's documentation in the first place!

      Even then, some print "guides" still pale in comparison to the stuff you can find online. I remember this one Lucas game about the afterlife. It was a SimCity-esque game where you had to manage heaven and hell. It was cute, but darn impossible unless you knew the sooper-sekrit-information that was only found in the online guide about what made a "good" layout for your heaven and hell. Without this critical information it was impossible to really get anywhere in the game because you'd end up creating a happy hell, and a miserable heaven - and have no idea why. That was one of the few games I wasted money buying the strategy guide on, only to find that it was little more than a highly illustrated version of the information contained within the game's documentation and tutorials.

    12. Re:Follow the money? by Anonymous Coward · · Score: 5, Funny

      [This post has been deleted by a GameFAQS moderator]

    13. Re:Follow the money? by Junior+J.+Junior+III · · Score: 1

      I don't remember a strategy guide for Space Invaders

      There were books in the 80's that talked about how to get a high score in Space Invaders. I don't recall details so well, but I believe if you counted out your shots you could get extra-high bonuses for shooting the UFO command ship with your Xth shot. Knowing this, you could get a score much higher than a typical clueless shoot-and-dodge player.

      --
      You see? You see? Your stupid minds! Stupid! Stupid!
    14. Re:Follow the money? by jrockway · · Score: 1

      > So not only is this nothing new, but "somethign" is spelled incorrectly, by our own favorite linguist, CmdrTaco.

      I think you're being overly critical, Overly Critical Guy.

      Not to mention that the article asked me to "bare with" the author. Unless she's hot, I think I'll pass.

      --
      My other car is first.
    15. Re:Follow the money? by MMaestro · · Score: 1
      First off let me say i am a video game tester for a living

      I realized this one time when I was testing Ninja Gaiden. I realized that there was a single attack button that you just hit over and over during combat. The game made you do all kinds of cool looking moves including decapitations and wicked slashing combos. You as the player did nothinhg but hit 1 button and watch.

      Wow, you've lost touch with the concept of gameplay. Ninja Gaiden (Black, for the Xbox) was SO difficult they added (what basically amounted to) an "Uber Easy" mode where some enemies would stand there waiting for several seconds. That is HORRIBLE gameplay design. Yes, the game was geared towards the hardcore, but when the hardcore start complaining that the Easy mode is too hard, you've lost touch with your playerbase.

      As for games based on sports and movies, what the hell are you talking about? The whole point of sports games is to play a sports game, not to develop bone damage to your thumbs from the constant juking or making throwing motions with an analog stick. The same with movie based games, you want to simulate the movie experience, not rampage through the city and eat the girl as King Kong just because you feel like it.

    16. Re:Follow the money? by Anonymous Coward · · Score: 0

      Square goes back a long way with having some ridiculously hard to find extras hidden in their games starting from FFIV or so. Look at the 'Break Sword' in FFVI, hidden offscreen in a random corner of a dungeon about 1/3 of the way thorough the game; for such a super secret it's not even much better then anything you'd already have but it's THERE. The tiara hidden in Rydia's chimney in FFIV? I could go on.

      What I'm saying is that at least in Square's case, and they seem to come up the most often in this discussion, I'm not sure if they're making their games more complicated just to get people to buy the guides. If anything, I'd bet it's to give crazy Japanese gamers with too much time on their hands something to find.

      For 90% of games though, I'd say guides are unnessary. Why not just use a gameshark and be done with it if you're so desperate to finish the game/unlock every secret in as little time as possible?

    17. Re:Follow the money? by Pulse_Instance · · Score: 2, Insightful

      Have you even played Ninja Gaiden? I'm playing through Ninja Gaiden right now and there is more than one button for attack. X is regular blow Y is kick or with certain weapons a stronger attack, B is for projectile weapons, Y + B is to use your magic attack, and X + Y does a jump in the air which you can then launch different attacks from. There are also other attacks which can be done by launching off of walls. While you probably could get through the game only using X and block I'm pretty sure that would take an obscenely long time. From what my friends and other people who have also posted I can tell that I am not the only person who says that this is the hardest game they have played in years, which leads me to suspect almost everything you have said.

    18. Re:Follow the money? by arodland · · Score: 1

      There's no visual clue, but only when you stand in that one spot do you hear birds chirping very loudly. I'd say it's a bit of a clue, and you only have to be slightly creative to think "birds? Where do I find those? Up, usually."

    19. Re:Follow the money? by Nefarious+Wheel · · Score: 1
      Everyone is in a big hurry these days

      True, and the reason I stick with EQ after so many years of slow epic camps is because the pace changes. Some events are really intense (those monster Epic 2.0 raids) and some go glacially, like a long chess game played by mail. There are games that beat it in graphics, but a long, slow, comfortable game has a certain broad appeal. Having a strategy to discuss in the chat gives you the community of interest. And my toons never seem to run out of breath. Mana, perhaps (VoQ helps) but they can run all day without running out of breath. Wish I could do that.

      A chain of discrete events where some modest reward is on the table is a big part of entertainment -- the running joke (thank you Monty Python), the long TV series, a series of novels from a favorite author -- all these things have long term continuity in their favour. Once the familiar is established you can do things with the characters and rules you've created. Think of how kids play -- many games consume half the time arguing about the rules, then you can play forever on the same concept. A good fantasy is a life experience too.

      Plus it helps if one's geek-goddess wife has an L70 cleric with a clicky rez ;)

      --
      Do not mock my vision of impractical footwear
    20. Re:Follow the money? by rreyelts · · Score: 1

      I second this comment. The chirping was a strong hint for me. It's one of the easter eggs I managed to uncover all by myself. Contrast that to the fact that I didn't do any crazy chocobo breeding or get more than half of the ultimate weapons without GameFaqs help.

    21. Re:Follow the money? by maswan · · Score: 2, Insightful

      The thing is, in the final fantasy games I've played (including mentioned FFVII), you don't have to do all that stuff in order to finish the game. In fact, if you instead of following strategy guides pay attention to the game, you could have a good time but not find all those easter eggs.

      When I played FFVII (back in 97, so my memory is a bit fuzzy, but I think it took me about 35 hours) I never even got the character Vincent, and this was not a problem to finishing the game. Sure, I might not have seen every single screen or heard every single scripted line of "conversation" or gotten every item in existance, but you don't have to. The final fantasy games are enjoyable without getting all the ultimate weapons, doing all the side quests, etc, etc.

      I think it is rather a good sign of games to be so designed that there are elements to be found for those that enjoy racing and breeding chocobos, dodging lightning bolts, or whatever, but still be playable and enjoyable for those of us that don't want to do all that crap. I didn't read a strategy guide, I just played the game, making somewhat intelligent decisions of where to go based on the information given in the game and some exploring.

    22. Re:Follow the money? by Shilkanni · · Score: 3, Interesting

      I haven't read many strategy guides lately, maybe 10 or so in total, and I definitely haven't read any in the last couple years in either a seperate book version or print Computer Game magazine feature.

      I've been disillusioned to them since I read the Diablo II strategy guide and like many I had read before it seemed to be a series of common sense suggestions, and a rehashing of in-game help & manual information. More importantly, it often suggested strategies, character builds, and skill combinations that were bad. The most annoying is information which is out of date or incorrect!

      At least now I can go to gamefaqs or gaming websites if I want mediocre strategies and single-player walkthroughs (I generally don't).

      I find a lot more useful information and effective strategies reading the most popular fan forums for the game in question. Yes, there is bullshit in the forums and information which is wrong, but the absolutely vital thing is that people usually get called out if the provide bad information, strategies that only work on 'easy', or are easily countered. People will sometimes (best cases) give hard evidence/examples/replays/game data to back up their claims, and will comment on whether patches have changed the effectiveness of any plan.

      My recommendations:
      • Detailed information or strategy discussion -> Forums
      • Walkthrough for an unenjoyable/unsolvable puzzle -> Gamefaqs
      • Otherwise -> Enjoy the game unassisted

      It's very possible I'm out of touch with most others and get more 'into' any game I play

      Games I've played recently & best website I could find discussing them:
      Civ 4 at Apolyton and Fanatics
      Rise of Legends also Game Replays is a pretty popular site for Rise of Legends and other popular RTSes I don't play (C&C, AoE III, Act of War, Battle for Middle Earth).
      Rise of Nations
      Guild Wars
      NWN Official Forums and NWVault
      Ground Control II Official Forums
      Age of Mythology
      Diablo II

      I've tried looking for a good place to find out about Star Wars: Battlefront II and Homeworld 2 but I haven't really found out what the most useful site for these games is.

    23. Re:Follow the money? by Shilkanni · · Score: 1

      As someone who has used the 'Guild Wars' site on gamewikis I must say I think this is a great idea. For the couple months I was keen on Guild Wars it was as much fun to read randomly as wikipedia. However, I think these projects need to reach a 'critical mass' and therefore will only take off in popular games with a dedicated core community, like NWN and MMOs.

    24. Re:Follow the money? by Anonymous Coward · · Score: 0

      Uh, heaven worked better with long straight roads and hell was worse with them. This wasn't even a secret, this was something you'd discover within an hour of playing. And yes, they made it very hard to minimax the game for hardcore dweebs who just want to plug the perfect parameters into the game formula. Its the inefficiencies that make city games actually fun.

      It couldn't save Afterlife from being grindingly dull after a few levels *anyway*, but it did get the challenge curve right.

    25. Re:Follow the money? by FauxReal · · Score: 2, Informative

      Before gamefaqs.com we had the alt.rec.videogames.arcade newsgroup. I think the maintainer of the newsgroup had something to do with starting gamefaqs.com. I prefered the old days pre-web though, cause I was one of the only people who knew was a newsgroup was and had a definite advantage over other kids in the arcade with access to secrets and tricks.

    26. Re:Follow the money? by Firehed · · Score: 2, Interesting

      To reiterate what others have said, there was chirping, and it was fairly obvious at that. Unless you have your sound off. And as for Vincent: submarine. Regardless, the green chocobo should have been enough, which should only require one round of breeding (though Ruby WEAPON is actually a fairly easy battle, just time-consuming, and is an easier approach to "go for the gold").

      Anyways, I've played through FFVII more times than I can count. Dozens. And each time, I'll probably spend anywhere from 20-50+ hours (I'll play through cheating just for kicks). I've quite literally done absolutely everything there is to do in that game, and more than once at that (the sole exception being finding the Added Cut materia, but I can hardly be bothered to find a light blue dot in a few dozen screens of white). I've memorized the majority of the guide, save the odd tidbits, and know tons of things that aren't in there either. But was it a worthwhile $20 investment? Hell yes. As great as GameFAQs is, it just doesn't quite substitute in for a full-color printed and bound guide with maps and all that good stuff.

      Now tbh, I'm a bit of a strat guide whore. I have them for FF7 through FFX-2, several other console games, and probably a dozen PC games (most of which being fairly old ones, back when games weren't quite as linear). I try not to rely on them, but you know how those things go. Myst, for example, I'd have been totally f00ked without the guide... Dungeon Keeper, on the other hand, doesn't pose quite the same mental requirements.

      Yeah, a lot of games are going to be nearly impossible to beat without using a guide of some sort. I did HL2 no problem. Doom3, while I gave up after a while because it sucked so badly, required me to look up those stupid keycodes for cabinets (or, I should say, drove me to do so thanks to shitty gameplay). Quake4 was a bit of a no-brainer, as were numerous other FPS games as of recent. Some games just don't need them, some are made a bit easier for those tough spots, but there are certainly a few out there where you really need to either go online or to the local game store to win.

      --
      How are sites slashdotted when nobody reads TFAs?
    27. Re:Follow the money? by mabhatter654 · · Score: 1

      I know that was one of the big differences between Myst and Riven. When they did Riven they really tried to put enought clues to solve the game in there. Where the Orignial had some very random puzzles, with missing logic, Riven was completely solveable with the in game hints.. you had to find them in the right order, but that's part of the game!

    28. Re:Follow the money? by mbsatgt · · Score: 1
      Let me tell you video games are not getting harder, they are getting easier.

      Having recently played Zelda (the original), Zelda II: The Adventure of Link, Megaman and Megaman II, I can agree whole-heartedly. Every 3D game I have played on either the Nintendo 64 or the Gamecube (OK, so I have a limited resume since I have never owned a non-Nintendo system...) pales in comparison with the difficulty of Zelda II or Megaman. Metroid Prime, Mario 64, Zelda Windwaker, Crazy Taxi, any of the Lord of the Rings, Mario Sunshine, MarioKart and all the Harry Potters all are much much easier to complete fully than even getting halfway through Zelda II or Megaman. I think alot of it is the coddling of players with infinite lives and continuous save points (i.e., starting out whereever you save).

      You may or may not remember, but in Zelda II, you get three lives, and once those three lives are exhausted you start back out where you start the game. You have to traverse back through the whole world before you even get to the dungeon you died in, and it isn't always easy to traverse the world. In Megaman, there are no save points. You either complete the world or you don't.

      All the same, if you have a Gamecube, I would strongly recommend you buy used versions of both the Zelda Collector's disc (I, II, Ocarina of Time, Majora's Mask) and the Megaman Collector's disc for the Gamecube. These two discs have been responsible for the longest amount of continuous fun we have had on the Gamecube in a long time. Admittedly, it has been frustrating at times (who remembered these games being this hard?), but overall, it has been a blast.

    29. Re:Follow the money? by cubicledrone · · Score: 1

      Spear and Magic Helmet

      Spear and Magic Helmet?

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    30. Re:Follow the money? by soft_guy · · Score: 1

      I thought a Simpson's episode did a bit of fable (complete with moral) where Bart wanted some video game incredibly bad, then when he could just about get the game, some rude kid shows up in a shop and tells his mother the game is passe and he doesn't want it, he wants something else now.

      I believe the game was called Bonestorm and that Bart actually tried to steal it from the store. Instead, he was caught by security for shoplifting. Eventually his parents find out and he is humiliated. To add an extra sauce to the humiliation, Milhouse has the game and doesn't think it is very fun - he quit playing with it and now prefers a "cup and ball" toy. There was another kid at the store who was getting the game at the time that Bart stole it who was very rude to his mother - calling her "stupid" while she was buying the game for him. This made Bart feel like he might be more justified in stealing the game because he is more "deserving" of the game than the rude kid.

      At the end, Bart just wants to get his mother's respect back.

      --
      Avoid Missing Ball for High Score
    31. Re:Follow the money? by packeteer · · Score: 1

      It is hard becuase there is very little you can do to control the combat. All you do is hit the same button, the difficulty is finding the unique gimmik in each boss fight. The gimmiks are things like how you have to only attack after a boss makes a certain attack and the entire time int he fight you are waiting for him to make himself vulnerable.

      --
      unzip; strip; touch; finger; mount; fsck; more; yes; unmount; sleep
    32. Re:Follow the money? by packeteer · · Score: 1

      You are absolutly correct that you can get through the entire game only using X. The reason i chose Ninja Gaiden was becuase it was a "hard" game where you essentially spam one button to fight. My main point of my post was that one single button gives a variety of attacks and its not even based on how you use the button, it just does all kinds of sweet combos while you sit and watch.

      --
      unzip; strip; touch; finger; mount; fsck; more; yes; unmount; sleep
    33. Re:Follow the money? by geminidomino · · Score: 1

      Just beware: The Megaman Collector's disc maps the buttons far differently than you might remember from the NES days. This added significant frustration.

    34. Re:Follow the money? by KDR_11k · · Score: 1

      Doom3, while I gave up after a while because it sucked so badly, required me to look up those stupid keycodes for cabinets (or, I should say, drove me to do so thanks to shitty gameplay).

      All of the keycodes were found in the texts or audio messages. Well, except for the bonus lockers that required you to go to a website that was referred in the game. If you didn't want to wait while listening to the audio messages you could start them, run to the next room and fight a bit while your doomPod plays the message.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    35. Re:Follow the money? by billcopc · · Score: 2, Interesting

      Interestingly enough, I did find that secret stash on my own the first time I played FF7. You could hear the baby phoenix chirping and if you just happened to hit your "Action" button, Cloud would automatically jump up and start climbling. It's no different than the old-school Wolf3D searching for secrets, where you'd hump each interesting wall until something happened. What's changed however, is that people who are used to strategy guides have lost that sense of exploration because we have the quick fix. Why do the hard guesswork when you can google the answer, or pay 15$ for a book that tells you everything about anything .. but I feel it takes away from the fun of playing on your own.

      Yes, FF7 has a few of "wtf" quests, but for the most part you can figure it out fairly well on your own. You might die a few times along the way, but that's part of the gaming experience. The point is to challenge you.. if you can never lose with your strategy guide breezing you through all the tough spots, there is no challenge and there is no fun. It's human nature.

      --
      -Billco, Fnarg.com
    36. Re:Follow the money? by RSquaredW · · Score: 1

      I think FF7 did a pretty decent job of letting you go through the game without a strategy guide...mostly because the Materia system didn't require a whole lot of planning.

      If you want a game that's impossible without a strategy guide, I'm amazed that nobody has mentioned FF8. The first time I tried the game, I gave up about an hour into it because it seemed like all I did was sit and Draw Draw Draw Heal Draw Draw...just to get some stat bonuses, and then I was still getting my ass handed to me. Then I read a strategy guide, learned that you can convert cards into items and items into spells (not mentioned in the help, as far as I could tell) and blew through the game after a few billion matches of triple triad in the beginning. Nevermind that random people held the TT cards you needed to do much of anything on the fourth disc, and you had NO WAY OF KNOWING who had what card until they played it (which sometimes took five or six or fifteen games)...or the joy of trying to find some of the tougher GFs, or any of a number of annoyances. Granted, everyone hated FF8, and FF9 was a bit of a 'return to the roots'...but it really soured me on the franchise.

      I've given up on FF-style games since (just don't enjoy them like I used to, *sniff*), but I harbor a deep and abiding hatred of that one game.

      --
      In accordance with E.O. 12958, this post is marked Unclassified.
    37. Re:Follow the money? by Tower · · Score: 1

      I was so confused by your post, since the only Ninja Gaiden I've ever played was for the NES... X? Y? You got too many darn buttons there :-)

      A quick search turns up this list indicating that there were in fact quite a few versions and releases... Of course, the Sega Genesis is still the newest console I've owned, so I'm a little behind.

      --
      "It's tough to be bilingual when you get hit in the head."
    38. Re:Follow the money? by aetherspoon · · Score: 1

      *hides my chainsaw of moderation and runs*

      --
      --- Ãther SPOON!
    39. Re:Follow the money? by Pulse_Instance · · Score: 1

      That would be Ninja Gaiden for the Xbox of which there are two versions Ninja Gaiden and Ninja Gaiden Black, which as far as I've been told are largely the same aside from easy was added to Black and Black has a little bit longer of a story or so I'm told, I have to wait till I get to the end and get my friend who played the first one to let me know if Black is any longer.

    40. Re:Follow the money? by garylian · · Score: 1

      gamefaqs is pretty nice. What I like a whole lot better is Universal Hint System (UHS). They only have PC games on the list of supported games.

      I like it because it allows you to pick how far along through the hint path you want to go. Sometimes it is just knowing WHERE to go, and not how to solve the puzzle, that I want. Other times, I don't feel like bending my head around some absurd game logic to solve it.

      I've found it to be a great help. I have the Prima guide for Morrowind, but I got better answers from UHS at times.

    41. Re:Follow the money? by ElleyKitten · · Score: 1
      I know that was one of the big differences between Myst and Riven. When they did Riven they really tried to put enought clues to solve the game in there. Where the Orignial had some very random puzzles, with missing logic, Riven was completely solveable with the in game hints.. you had to find them in the right order, but that's part of the game!
      No way. I beat Myst without a strategy guide. The puzzles made sense. Riven, however, does not. I never beat that game because I was sick of having go back to the strategy guide every 4 seconds. Also, switching disks every 4 seconds because they decided to spread the game out over 5 disks just because they like the number 5 was annoying. Riven sucked, I'll take Myst instead any day.
      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    42. Re:Follow the money? by Blakey+Rat · · Score: 1

      So you admit it's a hard game, and basically destroy the point you were trying to make in the first place. Great. It's been a pleasure doing business with you.

      (For those keeping score at home, it doesn't matter *why* the game is hard, just that it is. Whether it has one attack button, or thirty, your argument was that Ninja Gaiden, the hardest game made in years, is easy.)

    43. Re:Follow the money? by jedi_chemist · · Score: 1

      I totally disagree with the games being too complex just to sell strategy guides. I think it is laziness regarding the realm of "I found everything on my first pass through the game without a strategy guide and I did it in 5 hours." Yes games have gotten more complex, but so has the technology allowing them to do so. Part of the fun of the game is experimenting to find the right combination of events to get the desired effect. And there are plenty of older games that have complexities beyond the realm of "one pass find everything gaming." I think I played through Final Fantasy IV (as Final Fantasy II on the SNES) before I found a rare artifact (it was the Imp Call). And the "Pink Puff" of lore in Final Fantasy IV...there are no hints anywhere regarding this elusive creature, but they exist! Then there is Final Fantasy V...there are hidden weapons that are nearly impossible to find, but that does not mean that no one found them without a strategy guide, I know I found all of them without such aid. These are two examples of older games with nearly impossible to find on your own items. But that is part of the fun of the game! To look in every nook and cranny and to save often in different slots of the memory. I had close to twenty Final Fantasy X-2 slots to tweek the 100% completion on one play through...without a strategy guide. That was three months of well spent money on a great game. And like said in another comment, if you have to do the strategy guide thing, there is a whole host of websites dedicated to strategies and they are all free. In fact, places like gamefaqs are better than any strategy guide you can buy in a store. This alone makes the arguement a moot point. End of story.

    44. Re:Follow the money? by virg_mattes · · Score: 1

      I'm not going to agree with your assessment but I understand the frustration. In going through the original Myst, each of the ages was compartmentalized, and solutions to the puzzles were sprinkled around the age. That made it possible to solve the ages as you encountered them, without concern about hints from other ages that you may or may not have encountered. The only exception I found to this was the sounds that made the tram in the Selenitic Age easier to navigate (the practice rotator in the Mechanical Age used the sounds for directional cues, and the sounds told you which way to rotate the tram car at the junctions). Other than that, everything needed to solve a puzzle in an age was nearby.

      Not so in Riven. Solutions to puzzles were often scattered across several locations, and so you could encounter a puzzle with no idea how to solve it until much later. That said, all of the clues were there, so you didn't need a strategy guide (and in fact I didn't ever use one). For example, the balls that indicated the order to push down animal stones to access Tay (the Moiety age) were strewn across most of the islands of Riven, but you just needed persistence and a bit a luck to find them without a lot of puzzle solving (unless you count gaining access to remote locations like Gehn's workshop as a puzzle). Sure, it was very tough to find them all, but then that's part of the game. Riven required the player to expend a lot more effort simply exploring than Myst did, but again that's the nature of puzzle games, isn't it?

      Virg

    45. Re:Follow the money? by xeaxes · · Score: 1

      Everybody wants to play Lee Caravillo's Putting Challenge!

      --

      "BEHOLD, CORN!!" - Dr. Weird, ATHF

    46. Re:Follow the money? by drinkypoo · · Score: 1

      I've played and beat the game on both PS1 and on PC and never heard the birds going off when I went up there. I had to find it, in each case, by moving over a bit and pushing up, over and over again. I think the cue is a little too subtle for me. I usually don't have the volume up very far because video game noises usually annoy the piss out of other people. Using auditory clues is stupid (with exceptions for explicitly sound-based games) because sometimes people have the sound down/off so they won't annoy people, and people are sometimes deaf.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    47. Re:Follow the money? by Hoi+Polloi · · Score: 1

      My usual need for strategy help is for decision points in RPGs where I can't go back. For instance, finding out if I had multiclassed a char as A before B instead of B before A would have been 10 times better, or going left before going right made the encounter much easier, or asking an NPC for X pisses them off permanently, etc. I also like to read online help for areas in RPGs where I wouldn't be able to return after leaving so I like to see if I missed anything (after searching on my own of course).

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    48. Re:Follow the money? by drinkypoo · · Score: 1

      Nobody mentioned FF8 because it annoyed the piss out of all of us. In fact since playing less than halfway through FF8 and concluding that it was stupid, I haven't played a new final fantasy game since. I'm currently playing through I and II on Origins, which I've never gotten around to before simply because the interface on the originals was so piss-poor. I do have original-platform translations though.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    49. Re:Follow the money? by h4ck7h3p14n37 · · Score: 1

      Regarding the Knights of the Round Materia, as I recall it wasn't that difficult to obtain. I believe it took my roommate two or three days to get it.

      As for the materia that's hidden in the giant nest above the train tracks, well many players have been around since the NES days and have learned to try walking everywhere. Many RPGs over the years have hidden treasures and other secrets in locations that you'll only find by exploring the boundaries of the map. Yes, it is tedious work.

    50. Re:Follow the money? by h4ck7h3p14n37 · · Score: 1

      Which Ninja Gaiden game? The arcade, NES, SNES, GameGear, Master System, PCEngine, DOS or XBOX release? I'll assume the NES version. Like many NES games, Ninja Gaiden was pretty easy once you learned where all of the enemies were and how they moved (that long level with the eagles was a PITA though). Heck, I can remember Contra being hard at first, but eventually I could beat it with a single life.

    51. Re:Follow the money? by Yartrebo · · Score: 1

      I bred myself a gold Chocobo without a guide. There's plenty of in-game info about breeding, and it was fairly obvious that well fed chocobos do better. As far as racing them goes, I just happened to like the racing game, and bred new chocobos when my old ones just wouldn't get any better with more feeding.

      Vincent though is very tough. I didn't even get that character without a guide.

      And Final Fantasy can be beaten without a guide quite easily, and even more of the side stuff is easily solvable. A game that really pissed me off was Star Tropics, where you have to take the map that comes bundled with the game and put in water to get the code (which is 747 btw). Since I knew that getting paper wet is a bad idea, I figured it must be referring to something in-game.

    52. Re:Follow the money? by Firehed · · Score: 1

      Exactly. The rest of the world hated that fucking in-game PDA concept, Mr. Carmack.

      --
      How are sites slashdotted when nobody reads TFAs?
    53. Re:Follow the money? by The+Snowman · · Score: 1
      I've been disillusioned to them since I read the Diablo II strategy guide and like many I had read before it seemed to be a series of common sense suggestions, and a rehashing of in-game help & manual information. More importantly, it often suggested strategies, character builds, and skill combinations that were bad. The most annoying is information which is out of date or incorrect!

      I had the same impression of Diablo 2. I believe that by the time my preorder arrived, Blizzard already had the game patched including both bug fixes and skill changes. On top of this, the guide was clear in the introduction that it was based partly off information from the beta test. In order to have the guide ready at the same time as the game on launch day, including editing, proofing, printing, etc. it couldn't be up to date.

      That, right there, is the key to the reason why most strategy guides suck. You can't have a printed guide ready, written while the game is being developed, and have it be accurate. On top of that, future changes will compound the issue. Look at a game like World of Warcraft -- writing a printed guide for it is like hitting a moving target. And even if you hit the target, it doesn't matter. You'll have to hit it again in a few weeks. This leads into your main point:

      My recommendations:
      • Detailed information or strategy discussion -> Forums
      • Walkthrough for an unenjoyable/unsolvable puzzle -> Gamefaqs
      • Otherwise -> Enjoy the game unassisted

      I think forums are the single greatest resource. Some of them can be very busy and difficult to read, but you know you'll get up to date information, strategies that work (or don't) and have user feedback. It isn't some author trying out a character build or strategy and thinking it works, except that it doesn't scale well. For example, a character build that works well for the first half of the game then sucks, or a strategy that only works part of the time. Forums weed this shit out. If someone posts a bad strategy, people will leave their two cents.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    54. Re:Follow the money? by amuro98 · · Score: 1

      Yes, but did you also know there was a "proper order" to the virtue and sin zones with regards to their distance from the gates? Or that Heaven wanted a tightly clustered, heterogenous arrangement vs. Hell's widespread, homogenous zones? This worked out with the roads since Heaven liked short roads, whereas Hell liked long twisty ones.

      But none of these "minor details" were listed in the documentation or the strategy guide, and unlike SimCity, where common sense would tell you not to expect high-priced condos next to a big polluting factory, it's not an obvious feature.

      But yeah, the game was flawed. Such as, what was the purpose of that whole "balance" aspect? What a pain!

    55. Re:Follow the money? by Blakey+Rat · · Score: 1

      If you read the article, and the parent post I was replying to, it's OBVIOUS which Ninja Gaiden game we're talking about. I don't know if you're posting this because you're trying to brag that you played the NES version, or because you're reading posts in utterly random, unthreaded order, or what. But please try to engage the brain before typing.

      Considering the article is talking about MODERN games becoming more difficult, and considering the parent post was an Xbox/Xbox 360 tester, ... uh, DUH! Of course it's the Xbox release we're talking about.

    56. Re:Follow the money? by h4ck7h3p14n37 · · Score: 1

      Yeah, sorry. I didn't check the beginning of the thread until after I posted and realized my mistake.

    57. Re:Follow the money? by drinkypoo · · Score: 1
      Many RPGs over the years have hidden treasures and other secrets in locations that you'll only find by exploring the boundaries of the map. Yes, it is tedious work.

      s/tedious/stupid/

      FFVII raised the bar from other RPGs, for good or ill, in every way but this one. Why not this one? Laziness. It's too much trouble to put it someplace that makes sense. Why can you climb up there? It looks no different from anywhere else, so why can't I climb up anywhere in that area? Answer: Because open environments were too complex at the time, and besides, that means the world has to be that much more detailed, which is impractical. Well, fair enough, but why is that the only place in the whole game where you can walk up something that looks totally the same as everything else?

      It's inconsistencies that ruin otherwise good games. No, I don't think that this is an example of a game being ruined, it's a pretty minor issue, but the point is that inconsistencies always stick out, and the result is always negative.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    58. Re:Follow the money? by Voltageaav · · Score: 1

      I'll probably be tared and feathered for saying this, but I beat FF8 without much trouble and liked it almost as much as FF7. I know a lot of people who complained about it, but a few like me who enjoyed it quite a bit. I'd put it behind 7 & 10, but ahead most of the rest of them on my favorites list.

      --
      Someone save me from this sanity.
    59. Re:Follow the money? by Lord+Kestrel · · Score: 1

      Another very good site for Guild Wars information (much better than guru IMO) is gw.gamewikis.org. I think it's the definitive source of information about Guild Wars, and being a wiki it can be easily kept up to date.

    60. Re:Follow the money? by LordLucless · · Score: 1

      I agree; Final Fantasy 8 was damned easy. Once I'd been through the game once, and knew what material was required, I could make three of my character's ultimate weapons on the first disc. Buy a load of tents, convert them to Curagas, and junction them to HP, keep your characters in the yellow and you can perform a Limit Break as often as you like for the better half of half the game.

      I quite enjoyed Final Fantasy 8. The characters were interesting, the graphics were gorgeous, and the plot was novel, as it was really more of a romance story than a fantasy one. The things that annoyed me the most were the game mechanics. The junctioning system was broken, as it discouraged you from ever casting spells. It also allowed you to get ridiculously overpowered early in the game, as did the weapon construction system. The other thing that annoyed me is that I setup Rinoah as healer, and she spend half the game getting kidnapped/possessed by sorceresses.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    61. Re:Follow the money? by rebelcan · · Score: 1

      I saw the guide for WoW ( I do believe it was just a guide for dungeons ) the other day at work. It looked like it was aimed at the 'leet' gamers, who are too lazy to figure out things for themselves, but want the prestige that comes with beating dungeon X.

      Reminded me of when I used to work at a different job ( same type of job though -- selling games ), and the WoW mapbook came out. One guy buying it even said it would probably be useless in a couple months, because nearly every patch changes routes somehow ( even if they're just tiny tweaks ).*

      The only guide I've ever bought ( of the five or so I've bought ) that I felt I got my money's worth was the guide for Super Mario Bros. for the SNES. That guide was awesome.

      *It's been a while since that customer, and I don't play WoW myself, so I can't verify this without more effort than I'm willing to spend at 1:30am.

      --
      God is dead -- Nietzsche
      Nietzsche is dead -- God
      Zombie Nietzsche lives! -- Zombie Nietzsche
    62. Re:Follow the money? by rebelcan · · Score: 1

      I actually got quite a bit of stuff in FFVII ( Yuffie, Vincent, a few of the hidden materia ) because my roommate was a total FFVII junkie ( imported Advent Children from Japan the day it came out there, etc ) and she told me about them. Being the total slave to my curiosity that I am, I couldn't stand not finding these 'hidden' characters, so I got her to tell me where they were. I probably wouldn't have found most of them^W^W^Wany of them without her help, but I don't mind. I believe the game was a little more enjoyable because of those characters ( especially Yuffie -- that thiving little minx ).

      --
      God is dead -- Nietzsche
      Nietzsche is dead -- God
      Zombie Nietzsche lives! -- Zombie Nietzsche
    63. Re:Follow the money? by rebelcan · · Score: 1

      Some of my favorite manuals have been Blizzard ones.

      Mostly because of the great artwork ( of which I am very jelous. I wanna be that good at drawing ).

      --
      God is dead -- Nietzsche
      Nietzsche is dead -- God
      Zombie Nietzsche lives! -- Zombie Nietzsche
    64. Re:Follow the money? by h4ck7h3p14n37 · · Score: 1

      Dang it, you guys are seriously going to make me go back and play FFVII; and I just picked up Dirge of Cerberus last night! I did happen to get Yuffie and Vincent for my party, but I don't recall them being "hidden" characters. Did you ever beat all of the weapons? Some of those seemed impossible to beat unless you had Knights of the Round, but maybe I just don't know how to fight them? The one that's underwater (Ruby?) seemed particularly tough IIRC.

      FWIW, Dirge of Cerberus is pretty cool, but it almost seems like a horror flick. The mood's pretty dark and some of the characters remind me of vampires.

    65. Re:Follow the money? by rebelcan · · Score: 1

      I don't think that Vincent or Yuffie were truly 'hidden' characters. I don't think that 'hidden' is really the term for them. Especially not Yuffie ( for those that don't know, you basically have to walk through a certain area of the map and there's a chance she'll battle you, and if you defeat her and then say the right things, you get to have her in your party-- unless there's a different way of getting her that I don't know ), who is more random circumstance and luck than hidden I guess.

      --
      God is dead -- Nietzsche
      Nietzsche is dead -- God
      Zombie Nietzsche lives! -- Zombie Nietzsche
    66. Re:Follow the money? by mabhatter654 · · Score: 1

      Also in Riven the clues were written out in the books you had to put together. Not necessarily the puzzles themselves, but how things worked was spelled out.. then you could figure out what the puzzle was and why you would solve it.

  2. somethign by User+956 · · Score: 4, Funny

    I have no interest in trial & erroring for an hour when I'd rather kill monsters. But there really is somethign to this.

    Well, it's clear that you're not spending the time working on your typing skills.

    --
    The theory of relativity doesn't work right in Arkansas.
    1. Re:somethign by Anonymous Coward · · Score: 0

      Yet another idiot who thinks that pointing out grammatical/typing errors makes them smrt.

      (And yes, if you found the misspelled word, you too can consider yourself intelligent)

    2. Re:somethign by Anonymous Coward · · Score: 0
      Well, it's clear that you're not spending the time working on your typing skills.

      Well, it's clear that you have nothing to contribute to the conversation, but have an insatiable, infantile need to be seen in print, so you'll run a typo nazi gig while ignoring any points the previous poster made. Fucking baby.

    3. Re:somethign by Mister+Whirly · · Score: 1

      It's called humor - lighten up Francis. http://en.wikipedia.org/wiki/Stripes_(film)

      --
      "But this one goes to 11!"
  3. Bare What? by Nom+du+Keyboard · · Score: 4, Funny
    but bare with me...

    It's hard to take someone's comments seriously when they display such an obvious lack of spelling and grammar.

    Or are we supposed to be doing this naked? That's an M-Rating for sure.

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
    1. Re:Bare What? by PenisLands · · Score: 0

      Yeah, innit! Bare safe, man.

    2. Re:Bare What? by hotdiggitydawg · · Score: 2, Interesting
      But there really is somethign to this.


      It's not that hard to believe once you realise the editors can't be bothered proofreading or spell-checking their own copy, let alone any of the submitted text.

      Jeez Taco, can it be that hard to run articles through a spellchecker?
    3. Re:Bare What? by love2hateMS · · Score: 0, Flamebait
      It's hard to take someone's comments seriously when they display such an obvious lack of spelling and grammar.

      Perhaps you could make sure your pronoun agrees with your noun. "They" is a plural pronoun which should refer to a plural noun. Try using "he" next time. I suggest the following improvement: It's hard to take someone's comments seriously when he displays such an obvious lack of spelling and grammar.

      All the politically correct grammar revisionists can kiss my butt if they disagree. Please note the wonderful agreement between the noun and pronoun in the previous sentence. The gender neutral singular pronoun in the English language is "he" or "him". Have a nice day!

    4. Re:Bare What? by rucs_hack · · Score: 1

      I imogine thot ets eisear to crotisise poor spilling thon it is to alwoes spill thongs corrictly youslif.

    5. Re:Bare What? by starrsoft · · Score: 2, Interesting
      It's hard to take someone's comments seriously when they display such an obvious lack of spelling and grammar.
      Perhaps you could make sure your pronoun agrees with your noun. "They" is a plural pronoun which should refer to a plural noun. Try using "he" next time. I suggest the following improvement: It's hard to take someone's comments seriously when he displays such an obvious lack of spelling and grammar.
      "Someone's" is not a noun. It's an adjective. The antecedent of "they" is not "someone's", it's "comments". The antecedent noun and pronoun agree in their original form. Your example is proper English, but the grandparent's original is as well. I love the irony! ;-)

      Now I bet I made some mistake and there will be triple irony... Such is life...

      (BTW, you should either change the "which" in your second sentence to a "that", or add a comma.)
      --
      Read my blog: HansMast.com
    6. Re:Bare What? by Anonymous Coward · · Score: 0

      All the politically correct grammar revisionists can kiss my butt if they disagree.

      How bout the other way around?

    7. Re:Bare What? by DragonWriter · · Score: 1
      Perhaps you could make sure your pronoun agrees with your noun. "They" is a plural pronoun which should refer to a plural noun.


      Wrong in two respects: the singular use of they in a generic sense in English is well attested and widely used, and has been for–essentially–ever (yes, it was never popular with the people who tried to impose Latin-inspired grammatical structure on English, but its not an area where they were ever all that successful in doing so.) So there's nothing really wrong with "someone...they". But, secondly, and (as others have pointed out), "comments", not "someone", is the antecedent of "they" and is, in any case, plural, so even if you were right that "someone...they" was an error, it wouldn't matter.

      All the politically correct grammar revisionists can kiss my butt if they disagree.


      Er, the "grammar revisionists" are the ones who tried (but, from the evidence of actual literary usage, failed) to impose that rule on English, contrary to the history revisionists who try to pretend otherwise.

    8. Re:Bare What? by multisync · · Score: 1
      It's not that hard to believe once you realise the editors can't be bothered proofreading or spell-checking their own copy


      I hope you realize the irony of that statement.
      --
      I don't care why you're posting AC
    9. Re:Bare What? by Gryle · · Score: 1

      Hilary Clinton and Jack Thompson will be along soon to sort this out for us.

      --
      Only two things are infinite, the universe and human stupidity, and I'm not entirely sure about the universe - Einstein
    10. Re:Bare What? by Gentlewhisper · · Score: 1
      I hope you realize the irony of that statement.


      What irony? The realisation that Americans bastardize english?
    11. Re:Bare What? by Anonymous Coward · · Score: 0
      What irony? The realisation that Americans bastardize english?

      Fuck you, limey son of a bitch. Wanna know why it's called the queen's english -- because of all you fairy queens over there trying to keep your failed empire alive by insisting on your weird ways of spelling and pronunciation. Kiss my American asshole.

      By the way, were you really conscious when you highlighted the S in baStardize?

    12. Re:Bare What? by Anonymous Coward · · Score: 0
      but bare with me...

      It's hard to take someone's comments seriously when they display such an obvious lack of spelling and grammar.

      Or are we supposed to be doing this naked?

      That's an M-Rating for sure.

      How about the M-for-Moronic rating for people like you who can only criticize the spelling and grammar? Are you really so fucking ignorant that you think it's preferable to be a critic instead of a commentator?

      Are you really such a dull student that you didn't understand that "bear" was meant? Do you really think anyone thinks your comment shows you to be smart (other than as in smart-ass)? Grow up, you mindless little scraping of shit.

    13. Re:Bare What? by Anonymous Coward · · Score: 0

      you should transplant the comma from your parenthetical

      I assume you meant parenthesis. Parenthetical is an adjective. A parenthesized sentence is a parenthesis and it is parenthetical.

    14. Re:Bare What? by Anonymous Coward · · Score: 0

      Those baztards!

    15. Re:Bare What? by Arker · · Score: 1

      Comments not someone is indeed correct. The rest of your argument, however, is not. 'Singular they' is indeed a revision, motivated by gender politicists unsatisfied with the availability of 'he' as the natural gender neutral third person singular pronoun in English. (Earlier, 'she' was imported for similar reasons as well.) The early uses sometimes claimed as 'singular they' in fact are invariably actually 'indefinate they' where the *number* is indefinite.

      --
      =-=-=-=-=-=-=-=-=-=-=-=-=-=-
      Friends don't let friends enable ecmascript.
    16. Re:Bare What? by multisync · · Score: 1
      What irony? The realisation that Americans bastardize english?


      Really??

      Is realise US spelling?

      I'll be honest, I did a google search on realise and on realize before I posted (don't want to make an ass of myself cause I think I'm right) and the only one google had a definition for is realize.

      I'm not in microsoft so I can't check the Word spell checker, but the spell check that comes with KDE spells it realize.

      I'm a Canadian, so I can't say for sure how they spell it in the US. I know they can't spell colour, and that they "could" care less. 8^)

      --
      I don't care why you're posting AC
    17. Re:Bare What? by geminidomino · · Score: 1

      No, "realise" is the British spelling. Man does not live by Google alone. ;)

    18. Re:Bare What? by Anonymous Coward · · Score: 0

      Parenthetical can be used as a noun or an adjective.

      Not in English. Here are two references.

      Our pedantry is probably pointless when we don't speak the same language.

    19. Re:Bare What? by multisync · · Score: 1

      Damn it, my Oxford is at home.

      I don't know about dictionary.com, but I suppose it's as good a source as the one I quoted, so I concede. Thanks for being a good sport about it.

      --
      I don't care why you're posting AC
  4. Didn't need em for Monkey Island by Beuno · · Score: 3, Insightful

    Something must have lost balance over the years becasue I remember playing Monkey Island and getting stuck a few times, but not enough to have to go and read a guide.
    Maybe it's a mix of information availability and the wrong balance of game developers toward this issue.

    1. Re:Didn't need em for Monkey Island by kalirion · · Score: 1

      I've gotten stuck long enough (over an hour) to use a strategy guide a few times on each Monkey Island game. The danger is that the "threshhold" of frustration needed to use the guide lessens with each use.

    2. Re:Didn't need em for Monkey Island by Drooling+Iguana · · Score: 1

      You got the fish without help?

      --
      ... I'm addicted to placebos
  5. WalkThru's are Cheating by neonprimetime · · Score: 1

    Some strategy guides are ok to use, but those that contain full walk-throughs, with pictures, are cheating and just plain tick me off.

    1. Re:WalkThru's are Cheating by AuMatar · · Score: 1

      Why should you care? You're not forced to buy them and use them. So how do they effect your gameplay to tick you off?

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:WalkThru's are Cheating by neonprimetime · · Score: 1

      Have you not experienced your classmates coming in and blabbering on and on about the puzzle they solved, or they boss they beat, only to ruin that part of the game for you?

    3. Re:WalkThru's are Cheating by AuMatar · · Score: 1

      Nope. Of course its been a few years since school and a few more since I played games that were extremely popular. But even ignoring that- you're just as likely to hear that from them beating it without guides as you are from guides.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:WalkThru's are Cheating by Moofie · · Score: 1

      It is, by definition, not possible to cheat in a single-player game.

      --
      Why yes, I AM a rocket scientist!
    5. Re:WalkThru's are Cheating by Sage+Gaspar · · Score: 1

      Have you not experienced your classmates coming in and blabbering on and on about the puzzle they solved, or they boss they beat, only to ruin that part of the game for you?

      Pop quiz: this has something to do with the discussion. True or false.

    6. Re:WalkThru's are Cheating by grumbel · · Score: 1
      Some strategy guides are ok to use, but those that contain full walk-throughs, with pictures, are cheating and just plain tick me off.

      You know, there are some peoples that actually play games for fun, if cheating and walkthroughs help them have more fun, more power to them, nohing wrong with that.

    7. Re:WalkThru's are Cheating by VGR · · Score: 1

      Why should you care? You're not forced to buy them and use them. So how do they effect your gameplay to tick you off?

      Perhaps because it encourages game makers to make more games aimed at the cheating audience, and fewer games aimed at people who like a puzzle that's challenging without being impossible to solve without the walkthrough always on hand.

      --
      The Internet is full. Go away.
    8. Re:WalkThru's are Cheating by JackieBrown · · Score: 1

      It does feel like ruin some of your pride when you are pushing your way through a game that everyone you know beat two days ago. I am not saying this is rational but for me it does take some of my steam.

    9. Re:WalkThru's are Cheating by Amalas · · Score: 1
      You know, there are some peoples that actually play games for fun, if cheating and walkthroughs help them have more fun, more power to them, nohing wrong with that.
      I completely agree. I'm not a hardcore gamer, so if I get stuck in a game, I would much rather look it up real quick in a FAQ or guide instead of getting frustrated and giving up the game. Similarly, it would be no fun to follow a walkthrough completely step-by-step, because then I'm not really playing the game.
      --
      I'm not bitter, I'm just unsweetened.
  6. That is part of it.. by dreamchaser · · Score: 3, Insightful

    The readily available information out there, not just strategy guides but informal stuff on the Internet, has helped drive increased complexity in strategy games. However, the market has as well. People want more challenge, not rehashed games over and over. Unfortunately this has also led to many games becoming needlessly complex IMO and focused on complicated game mechanics at the expense of storyline and overall gameplay.

    Games with relatively simple rulesets and execution like Chess can, after all, be extremely challenging. Just layering on complexity is in many ways a cop out.

  7. Whatever by Klaidas · · Score: 1

    Well, looks on the bright side.
    11-year-old kids can feel cool, smart, or feel like some bankers, etc, when writing "Super ultimate guides on making money on Runescape".

  8. A 5.8 megabyte PDF. by Tackhead · · Score: 0, Offtopic
    Dugg in minus one.
    Slashdotted in zero.

    2 old 2 play? No, just 2 big 2 bother with. Because the "article" we're supposed to be talking about is a one-page editorial column of approximately 5 kilobytes of text.

    Seriously, poster: What the figgety-fucking-fuck were you thinking, and what do you have against archive.org?

    1. Re:A 5.8 megabyte PDF. by Anonymous Coward · · Score: 0

      Um, were you expecting a 5.8 megabyte PDF containing a strategy guide or something? It doesn't take that many words to get this point across.

    2. Re:A 5.8 megabyte PDF. by Tackhead · · Score: 4, Insightful
      > Um, were you expecting a 5.8 megabyte PDF containing a strategy guide or something? It doesn't take that many words to get this point across.

      My point was that whoever submitted this to Slashdot linked to a 5.8 megabyte PDF in order to talk about an article that was 3847 bytes long... A 1663-to-1 bloat factor has gotta be near the top of the charts for bandwidth wastage, even by our standards.

      About the only thing more wasteful would have been linking to a 60-minute HDTV broadcast, in order to talk about the 30 seconds of talking-head "editorial video" starting at 22:17 and ending at 22:47. Seriously not cool.

    3. Re:A 5.8 megabyte PDF. by Anonymous Coward · · Score: 0

      The article was slashdotted unexpectedly and crashed our servers. Our backup splash page contained links to the July edition of 2old2play Magazine (the 5.8 MB Pdf). We have revised the backup splash page to include the Strategy Guide editorial. I apologize for the inconvenience, Tackhead.

    4. Re:A 5.8 megabyte PDF. by Anonymous Coward · · Score: 0
      > The article was slashdotted unexpectedly and crashed our servers. Our backup splash page contained links to the July edition of 2old2play Magazine (the 5.8 MB Pdf). We have revised the backup splash page to include the Strategy Guide editorial. I apologize for the inconvenience, Tackhead.

      Cool... but no apology from 2o2p necessary: I was ranting at the original poster for posting a link to a 5.8 MB PDF in order to talk about a 3700 byte article. I missed the original link to the (dugg) HTML article, and concluded that someone had linked to the PDF from the beginning in order to rack up a lot of bandwidth charges against both 2old2play and archive.org, using the editorial as an excuse. That's what was "not cool", not the length of the PDF of the 'zine itself - which is actually pretty thrifty given all the graphics in it!

      (Besides, I enjoyed reading the rest of the PDF, which I probably wouldn't have if I'd only read the editorial, so it all worked out for the best in the end :)

  9. Ugh no. by Anonymous Coward · · Score: 0

    The only thing that strategy guides have done to affect my gaming experience is when I go into Electronics Boutique and the sub-human working there manages to belch out, "Do you want a strategy guide with that?"

    NO, I do not want a strategy guide. I am exceptionally good at gaming; by the time I have finished this video game you will still be here selling some moron a copy of "Not Another Teen Movie" on UMD. I do not want any other products other than this game, which I will be awesome at. Good day, sir.

    1. Re:Ugh no. by Anonymous Coward · · Score: 0
      Exceptionally good at gaming? And that makes you feel superior to a Electronics Botique clerk? I'm confused. Which is the sub-human here? The one who spends all day gaming and proclaims himself as "awesome" as if that is some level of accomplishment, or the one with the job, who unfortunetly has to execute policies that their superiors designate?

      It's a good thing you are a gamer. The rest of the social world won't miss you.

    2. Re:Ugh no. by geminidomino · · Score: 1

      Says the AC who obviously works at EBGames.

  10. In summary... by Just+Some+Guy · · Score: 1, Insightful
    Let me guess:
    1. Our problem-solving skills are devolving because we don't have to use them, thanks to strategy guides.
    2. Authors don't worry about difficulty since they can defer complaints to the guides.
    3. Games are made harder to sell more guides through the distributions in-house publisher.

    Does that about cover it?

    --
    Dewey, what part of this looks like authorities should be involved?
    1. Re:In summary... by misleb · · Score: 1

      Does that about cover it?

      I didn't read the article, but number 3 seems a little off. Who needs to buy a guide with so many spoilers, hints, and even straight walkthus are available on the internet for free for popular games?

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    2. Re:In summary... by Babbster · · Score: 1

      I'd be the first (though that's impossible now) to say that GameFAQs is awesome. If you want a guide or walkthrough (at least after a game has been available for a time), it's usually there and it's usually more up to date than a strategy guide bought in the store - the guides on GameFAQs also tell you about bugs when a game has them, which the store-bought guides never do.

      That said, a store-bought guide is often laid out better, it's usually prettier to look at and it's usually available either the day the game comes out, or even before. It's also more convenient than using a laptop while playing or printing out page after page (some files on GameFAQs can be hundreds of pages) of a text file. There are also usually nice maps when appropriate that are much better than anything I could print myself (the maps are why I bought the Vice City and San Andreas strategy guides).

      The Internet is a great place to find information, especially information about videogames. But, it still loses the convenience race with a book sitting next to me on the couch and, depending on the game, I'm often willing to blow $10-15 for that convenience. :)

    3. Re:In summary... by misleb · · Score: 1

      That said, a store-bought guide is often laid out better, it's usually prettier to look at and it's usually available either the day the game comes out, or even before. It's also more convenient than using a laptop while playing or printing out page after page (some files on GameFAQs can be hundreds of pages) of a text file. There are also usually nice maps when appropriate that are much better than anything I could print myself (the maps are why I bought the Vice City and San Andreas strategy guides).

      Wow, sounds like you are using them much more extensively than I would. For a me a guide is only useful for those spots where i get stuck. And if a game is just so impossible that it can't be completed without frequent references to a guide, well, then the game is crap and I ditch it.

      As for maps, the in-game map should be adequate. If it isn't, then I'm probably not going to continue playing the game.

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    4. Re:In summary... by Babbster · · Score: 1

      It depends on the game. Some games are (as the article suggests) ridiculously complicated in their execution, and those complications may be addressed in various portions of a FAQ. Also, when I talk about printing out many pages of a GameFAQs FAQ, part of that is due to the horrible layout of most user-generated text files and part is due to the often "free-form" nature of a modern game - while it's great to be able to go wherever, and do whatever, you want in a large game, it makes it that much harder to sort through a text file to find the information you might need at a given moment.

      Personally, I've never gone "step by step" using a walkthrough because it wouldn't be any fun. But, there might be information I want in many parts of the file, and the more time I spend cutting and pasting just the references I need (or going back and forth to the PC), the less time I can be playing the game.

      As for maps, there are times when I just relate better to a paper map than the one provided in game (assuming there is one and it has the "right" notations). Also, in the case of the GTA games (III, VC and SA), for example, there are all the "secrets" which aren't going to be available on the in-game map. While I'm not in the habit of immediately going and grabbing all of them I can when I first start the game, I also don't find it all that fun to spend hours specifically looking for them later on so that I get my free M16s. :)

      The truth is that I don't buy strategy guides all that often. Right now I'm playing Beyond Good & Evil and Mercenaries on my Xbox, and I haven't been using guides - online or off - at all (despite BG&E making strong efforts to irritate me). In fact, now that I think of it, the last guide I bought was for GTA:SA. :)

  11. Not really their problem by ackthpt · · Score: 2, Funny

    Well, it's clear that you're not spending the time working on your typing skills.

    Well, that's what editors are for and why their paid the big bucks, eh?

    oooohh, the Official Slashdot Editor Guide Odd, doesn't look like they've sold any copies, EVER

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:Not really their problem by MrAnnoyanceToYou · · Score: 1

      Hey, at four or five rant posts per typo the, "Add random typo to inflame user interest," chapter seems to have been well read as well as put to good use.

    2. Re:Not really their problem by Omeger · · Score: 0, Offtopic

      It's "they're," not "their."

    3. Re:Not really their problem by poot_rootbeer · · Score: 1

      Hey, at four or five rant posts per typo the, "Add random typo to inflame user interest," chapter seems to have been well read as well as put to good use.

      Please tell me you misused those commas in the interest of inflaming user interest as well.

    4. Re:Not really their problem by windsurfer619 · · Score: 2, Informative

      Actually, it is their. "They're" is a contraction of 'they are'. "Not really they are problem" does not sound right.

    5. Re:Not really their problem by Anonymous Coward · · Score: 0
      I think the parent was referring to
      why their paid the big bucks
      In which case, it is "they're".
    6. Re:Not really their problem by windsurfer619 · · Score: 1

      Okay, good point.

    7. Re:Not really their problem by UserGoogol · · Score: 1

      The word editor is being used in the sense of "the supervisor or conductor of a department of a newspaper, magazine, etc" not in the sense of "one who edits."

      --
      "Never attribute to malice that which can be adequately explained by stupidity." -- Hanlon's Razor
    8. Re:Not really their problem by Anonymous Coward · · Score: 0
      Actually, it is their. "They're" is a contraction of 'they are'. "Not really they are problem" does not sound right.

      Read for comprehension, not for criticism, you fucking low typo worm.

  12. Do they actually sell? by grapeape · · Score: 1

    I've never purchased a strategy guide and cant think of anyone I know that has. Im not usually one to cheat but when im helplessly stuck and really like the game (usually the game is just average so i drop it) gamefaqs.org and dozens of other sites have all the info you need. I put strategy guides in the same category as game sharks...useless crap for kids that would rather cheat than learn to actually play.

    1. Re:Do they actually sell? by irc.goatse.cx+troll · · Score: 1

      While I partially agree (and grew up as one of those people, but somewhat grew out of it), Strategy guides can also be seen as someone that wants to get more out of the game - Say you're stuck on a part of the game and don't have the time to invest to put into getting past it. Why should your game be cut arbitrarily short when you could just read that you're supposed to go back to world1 and pick up an item from behind the desk in the corner.

      Gamesharks even more so, though not always used for it - With a memory editor you can do a LOT to extend a games fun. Once you beat a game theres not much replay value, but a few memory rewrites can lead to a really different gameplay experience potentially. Take a look at some of the old streetfighter codes like the classic one that makes the game think you're always on the ground so you can throw midair fireballs and stuff. Lots of fun.

      Also, speaking of street fighter, strategy guides for fighting games just make sense. How else are you supposed to learn all the moves let alone remember them? Back in the day when it was just 16 fighters or so they could put them in the manual or side of the arcade cabinet, but in the latest games with dozens of fighters with dozens of moves an combos, you'd practically need the guide if you want to be able to get anywhere.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  13. Benefit of Strategy Guides by Innova · · Score: 4, Interesting

    The reason I use them is because I appreciate how much time is put into making a modern game. I want to make sure that I don't miss any parts of the game.

    Usually I will play through the game once on my own, but then use the strategy guide to go through a second time and hit all the side quests.

    1. Re:Benefit of Strategy Guides by Crilen007 · · Score: 1

      An example of a game that a guide is good to use?

      Wind Waker.

      Who wants to go island to island every step of the way to get new clues each time?

      Would have taken me forever to beat it doing that.

      I did do all the dungeons without help however.

  14. Can't write a procedure guide by w33t · · Score: 5, Insightful

    This is why I would like to see more procedurally generated games.

    Games where the actual story is completely different - with different characters generated for each instance.

    Imagine a murder-mystery game, for instance. Which takes place in an actual-sized city. Your character waits around the precinct until the call comes in. You travel to the murder scene and it's completely random what happened and how it happened.

    In this case, no strategy guide could say, "you should always look for a knife or a gun" because the murder weapon could have been any physical object - instead of a particular "murder_enabled" object. Maybe the murderer used a microwave oven to bludgeon the victim.

    A procedural AI would do it's best to cover its tracks, and would learn your particular style of deduction so that the next murderer is even more thorough at cleaning-up.

    With the advent of a good physics engine and procedural map-generating algorithm you would have a completely different murder scene every time, in a completely new location.

    This could apply to all kinds of games. RPGs where the decision interaction between nobles and generals would dictate political climates and trickle down to direct the individual actions of the NPC AIs.

    I certainly hope that Spore is going to be the "Wolfenstein 3D" of the procedurally algorithmic games of the future.

    1. Re:Can't write a procedure guide by DaveCBio · · Score: 3, Interesting

      Maps and art content as well as audio might be able to be done well procedurally, but I have yet to see anything that could even come close to pulling off what a good designer/writer could do. So, if you wanted hack and slash dungeon crawls then your idea works and has already been done. Story and design wise that ain't going to happen any time soon.

    2. Re:Can't write a procedure guide by Rude+Turnip · · Score: 1

      Isn't that the "Where in the World is Carmen Sandiago" game in a nutshell?

    3. Re:Can't write a procedure guide by Yath · · Score: 1

      Game designers can hardly create static content, and you suggest procedurally generated plots? Sounds nice, now go do it.

      --
      I always mod up spelling trolls.
    4. Re:Can't write a procedure guide by w33t · · Score: 4, Interesting

      That is a good point.

      But a good deal of what makes a story great are the characters.

      Perhaps with good enough AI the idea of writing a "story" will be less about the story-line, and more about the detailed crafting of individual personalities.

      This way only half the "story" work is being done by the algoritm. The "drivers" of the story would be exquisitely crafted by writers/designers.

      Think about Han Solo, for example. I think he's a fantastic character, and many many stories can stem simply from him as an entity and from the decisions he would make and thus the situations he would find himself in.

      I could see then a game where you know the attitude of certain characters, and get to know them as "people". But perhaps with good enough AI, quality procedural stories can emerge simply on account of the strength of the character design.

      In fact, I think in this kind of environment where individual actions and decisions affect the "story" that the players own personality would likely have a large impact on the flow of the game. This type of impact would be much subtler than choosing the A-D answers from a menu which make your character simply become more "evil" or "good". The ability to have your personality impact a story would make the game have many shades of personal depth that a human writer could only achieve if he or she knew you personally.

      Writing this kind of software?...well, that's what I believe theoretical physicists refer to as, "an engineering problem" ;)

    5. Re:Can't write a procedure guide by Anonymous Coward · · Score: 0

      Here's a thought: How about you PLAY Spore before deciding that all games henceforth shall be modelled after it?

    6. Re:Can't write a procedure guide by UbuntuDupe · · Score: 2, Interesting

      I was actually thinking about making a game like this, recently. I didn't know what the name for that class of games would be. I was thinking the right term would be "causal" (not casual -- read it again) games. That is, you can't do something that you wouldn't have known you could do.

      Let me give an example: say in some game, there's some hidden treasure. But if you've beaten the game before, when you fire it up the first time, you go *right there* and get the treasure, since you know where it is. One way around this is for developers to make it so if you dig there before being told about it, nothing's there. But that strikes me as unfair.

      So in a causal game, what would happen is that the treasure would be in a random, non-obvious spot. Every place you search, you have a miniscule probability of finding it. And every place you unsuccessfully dig, you "collapse the probability bubble" so that the only possible locations are now "somewhere else". And then here's the kicker -- if you actually do hit on the treasure, but reload without saving, and look there again -- it probably won't be there. (And obviously, the previous game's location of the treasure wouldn't help either.)

      This could extend to plot elements -- maybe that guy betrays you this time, maybe he doesn't. Maybe taking his armor off before the big battle weakens you, maybe he was about to betray you and it was a good idea. Each game is genuinely different.

      You could practice this on a small scale, with e.g. the card game hearts. The computer doesn't actually "decide" which opponent has which cards until it plays them, and it only has to be consistent with its previous revelations. (i.e., if it did't play a club when you led a club, it won't play a club on any later turn.)

    7. Re:Can't write a procedure guide by Abcd1234 · · Score: 1

      Kinda like good ol' Toejam and Earl! :)

    8. Re:Can't write a procedure guide by iabervon · · Score: 1

      You could always write a guide at some level, unless the game is so random as to be not worth playing. Even with a game that's generated on the fly, there must be a range of things the game knows to be legitimate clues that players will find satisfying, and that range can be written up. For example, there are extensive spoiler files for nethack, angband, and similar games, which explain useful strategies for dealing with the various random elements. In the murder-mystery game you describe, I suspect that the guide would list a variety of different possible forms of clues, and what each one tells you, and how trustworthy it is. Either there's some method which works for solving the mystery, and the guide can tell you that strategy, or there is no method, and the player will have some chance of being unable to solve the game.

      The fundamental part of making a game interesting is to make determining the correct strategy or following it enjoyable. I think, actually, that the rise of strategy guides is due to the increase in arbitrary elements of games. A strategy guide is a lot less tempting if it is reasonable for players to figure out the tricks themselves, rather than having to guess something unlikely or try a lot of possibilities.

    9. Re:Can't write a procedure guide by Anonymous Coward · · Score: 0

      I remember having a cheat sheet for that game! It was a poster of all the flags of the world.

    10. Re:Can't write a procedure guide by swapsn · · Score: 1

      I had a flags-of-the-world poster too. It was fun :)

    11. Re:Can't write a procedure guide by Pulse_Instance · · Score: 1

      I'm pretty sure I've seen this in a game before.. I can't remember whcih one right now but Fable seems to come to mind. It didn't extend to plot elements but I'm pretty sure there was a time when I would die or not save and try to go dig something up right after I started again and it wasn't there.

    12. Re:Can't write a procedure guide by Cheapy · · Score: 1

      Nethack.

      It's Addicting. (tm)

      --
      Would you kindly mod me +1 insightful?
    13. Re:Can't write a procedure guide by Anonymous Coward · · Score: 0

      Check out the old Infocom text adventure "Deadline". Nice murder mystery with multiple possibilities. Not exactly what you describe, the with technology having the limits it does, you probably won't find much better for some time.

    14. Re:Can't write a procedure guide by julesh · · Score: 1


      Perhaps with good enough AI the idea of writing a "story" will be less about the story-line, and more about the detailed crafting of individual personalities.


      A lot of writers will tell you that you end up with better stories if you do it that way. A lot of the books you read/movies you watch were written like this. Stephen King seems to be the canonical example of a writer who feels that the best way to write is create the personalities and then see what they do.

  15. strategy guide? hardly by Red+Flayer · · Score: 3, Insightful

    Most strategy guides are misnamed. They should call them "Spoiler Books" or something.

    You don't learn strategy from strategy guides, you learn how to follow a walk-through. Where's the satisfaction in that?

    Maybe I'm old-school, but I've never used a strategy guide for any game. If I can't beat the game without one, either I'm not as skilled/smart as I'd like to be, or there is a design flaw in the game. Both have been true with different games, and it's only the second possibility that really bothers me... especially when I lay out cash for a game.

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    1. Re:strategy guide? hardly by njug · · Score: 1

      To be fair, there are plenty of guides that are actual strategy guides, particularly when there is choice in character development.

      In any party-based game, there is, I think, a solid role to be played by a guide that provides you with information about character strengths and weaknesses. It can be extremely tedious to go through every character stat screen, or to play with each secondary character and see how they level up.

      In the KoTOR and KoTOR II Prima's guides (hey, I don't buy them...it was my roommate....), there are suggestions for how you might want to build your party depending on skill path and light/dark alignment.

      In X-Men Legends, same deal. I really didn't want to have to spend several iterations figuring out the proper party balance or which skills it was worthwhile to upgrade.

      For those roles, at least, the guide remains a side effect of the complexity of the game. Sometimes, too much choice shuts down options. I mean, I played through KoTOR about 6 times, and one can only sit through the same cut scenes for so long before losing interest.

    2. Re:strategy guide? hardly by jonesy16 · · Score: 1

      There really are two genres of strategy guides which, as you point out, should be separated into "walk throughs" and "secrets/hints". I agree that the "walk-through" generation is not, contrary to what the author of the article writes, "increasing your return." A video game should be a source of entertainment and I find it hard to believe that someone's entertainment is increased by being told what button to push at what time for the entire game. I used to punch my brother if he said a word about what had to be done at any given point in a game.

      The other branch are guides that provide "hints/cheats/secrets" and these are great for people looking to "spice-up" their second round through a game. Let's be honest, it was fun to tool around in Doom in god mode on the nightmare setting for a few minutes, or to turn on no-clipping and see where you might end up in quake. And some secrets I cannot believe coders take the time to put in a game with no hint as to how to find it. There was some cow level in Diablo 2 if I remember that I would never have found out about if not for the internet. Why spend the time coding (you are getting paid to do that and it is costing the customer in the end) a secret level that the majority will NEVER find? Anyway, these guides provide added entertainment to a game and DO increase your return.

      In the end, products are made becasue products sell and apparently there are people who want to spend $50 on a game and $15 on a guide so that they can mindlessly blitz through the game in 2 hours and call it quits, it may not be for you or me, but it's floating someone's boat.

    3. Re:strategy guide? hardly by LordLucless · · Score: 1
      I don't think I've ever bought an official strategy guide, but I often use the ones on sites like gamesfaqs that are made by fans. Here are my top three reasons:
      1. Insufficient information. Lately it seems developers have been putting less and less information into the game manuals. Final Fantasy X is a case in point; in that game your characters can learn about 40 different skills. None of the skills are described in the instruction manual, and in-game, all they give you is the skill name. Some are fairly obvious, especially if you've played past Final Fantasy games, but others aren't. What does Sentinel do? Or Spare Change? The only way to find out is trial and error, or a strategy guide. If you use trial and error too much, you are likely to take your character down a screwed-up skill path and make them useless in combat.
      2. Out-of-genre Elements. When I play a game, it's usually because I feel like playing a particular style of game. I play Final Fantasy games for immersive environments and stories, and complex character development. I play shooters for a run-around frag fest. I play adventure games when I'm in a mood for puzzle solving. However, it seems that more and more developers are trying to bleed in bits of other genres into their game. You get the shooter that has a move-the-box puzzle, or the Final Fantasy game that has a sports simulation mini-game. Not only do I not feel like shuffling around crates when I'm the mood for a shoot-out, games that focus on shooting generally don't have the development time or expertise to develop really good puzzles, or an engine that caters to them. I'll use a strategy guide to get me past the sub-par bits I don't feel like doing to get to the part of the game that actually excels.
      3. Completeness. This is mostly a factor in RPG-esque games, like the Final Fantasy series. But often they have powerful abilities or items that you can only get through a series of obscure/time-consuming activites, like breeding a Golden Chocobo so you can get the Knights of the Round summon in Final Fantasy VII. I'm not interested in Chocobo Breeding for its own sake; it's a boring mini-game (see point 2). But I enjoy decking out my characters, optimizing their abilities and theming them all out. If want to make my lightning-elemental speed-based melee character, then I need to know where to find that Double Cut materia. So I consult a strategy guide to make sure I don't miss out on any of the goodies that I need to do what I actually enjoy about the game.
      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    4. Re:strategy guide? hardly by Anonymous Coward · · Score: 0

      Being a fan of turn based games, I have a slightly different view on these misnamed strategy guides. For TBGs they were actually the rulebooks that should have come with the games, as the ones that did didn't tell you the details about how combat and movement worked.

  16. Ye olde standby... by Dread_ed · · Score: 5, Insightful

    Ok it goes like this:

    1) Make a game people like to play.
    2) Toss in some incredibly hard puzzles that no sane person can figure out.
    3) Sell the answers in a "Strategy Guide"
    4) PROFIT!

    Nothing like making your own market.

    --
    When the only tool you have is a claw hammer every problem starts to look like the back of someone's skull.
    1. Re:Ye olde standby... by DaveCBio · · Score: 1

      Well, except for the fact that it's not true. Or at least I've never heard of such a thing and I've been working in games for seven years now. The lead time on glossy strategy guides is so long and deadlines are so tight there is no way any sane company would waste time on something like this.

    2. Re:Ye olde standby... by drinkypoo · · Score: 1
      The lead time on glossy strategy guides is so long and deadlines are so tight there is no way any sane company would waste time on something like this.

      That's funny; I've seen numerous new releases accompanied by the strategy guide at ye olde funcoland. I think you are full of shit.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:Ye olde standby... by arodland · · Score: 1

      I think you don't understand the meaning of the phrase "lead time".

    4. Re:Ye olde standby... by DaveCBio · · Score: 1

      Ummm lead time means they have to get the strategy guide done long before the game has shipped. This is why so many are rife with errors. And it's also why I disagree with the author's premise. If you are in the middle of sever crunch trying to get a game out the door you aren't going to fritter away time conspiring with guide book makers to put useless crap into your game just to sell more guides. The useless crap comes when people have downtime and that's not near the end of the ship cycle.

  17. Having just been Dugg... by Strolls · · Score: 4, Funny
    From TFA:
    Having just been Dugg, our servers are buckling under the load. Sorry for the inconvenience.
    2o2p Magazine Issue #5 mirrored here.
    Oh, the irony!

    This makes me feel old... erm... or something.

    Stroller.

    1. Re:Having just been Dugg... by WheresMyDingo · · Score: 1
      >>Having just been Dugg...
      >This makes me feel old

      Having been Dig-Dugged I feel older...

  18. i'll show you strategy! by jjeffries · · Score: 4, Funny

    up up down down left right left right B A select (I have a brother) start!

    1. Re:i'll show you strategy! by Anonymous Coward · · Score: 0
      up up down down left right left right B A select (I have a brother) start!
      How is this strategy?
      Oh, I get it: instant 60 lives!
      AKA: using your brother so you can drain his lives when you lose all of yours.
      Strategy, indeed. :)
    2. Re:i'll show you strategy! by alexhs · · Score: 1

      up up down down left right left right B A select (I have a brother) start!

      So you're playing Space Channel 5 ? :)

      But you won't go far with that "strategy" : You're lacking rythm !

      (And BTW I've two sisters :P )

      --
      I have discovered a truly marvelous proof of killer sig, which this margin is too narrow to contain.
    3. Re:i'll show you strategy! by Kumochisonan · · Score: 1

      up up down down left right left right B A select (I have a brother) start!

      It's the cheat code for Sonic the Hedgehog, If I recall.

      --
      kill elrond
      take elrond
      put elrond in cupboard
    4. Re:i'll show you strategy! by SuiteSisterMary · · Score: 1

      Konami games, actually, most notably Contra.

      Ten points if you can identify 'abacabb' though.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    5. Re:i'll show you strategy! by Rich0 · · Score: 1

      Note that just about the only way you could actually win Contra was via the cheat code. 3 lives and no ability to resume/save the game was definitely right up there with ghosts and goblins (I cannot begin to conceive how much time would be required to complete that game without a cheat of some kind).

    6. Re:i'll show you strategy! by FusionDragon2099 · · Score: 1

      Sonic's level select code was Up, Down, Left, Right, A+Start.

    7. Re:i'll show you strategy! by Heratiki · · Score: 1

      Gotta love Contra... (I also have a brother)

      But now wouldn't it go more like Up Up, Circle Analog Stick Left, Square, Circle, Triangle, Left, Right, L1, Z, R2, Down, Throw Controller in a double summersault with a twist (Wii???), Select, Darth Maul Saber Move, Power Supply failure???

      All the strategy guide you'll ever need on the Nintenboxatarstation PSPDS 2!!!

    8. Re:i'll show you strategy! by geminidomino · · Score: 1

      11 hours, 22 minutes (both runs).

    9. Re:i'll show you strategy! by michael+path · · Score: 1

      It's the Blood Code for Mortal Kombat on....I'm pretty sure it was the Sega Genesis. "ABACAB" (sic) was a hit song by the band Genesis.

    10. Re:i'll show you strategy! by Anonymous Coward · · Score: 0

      11 hours, 22 minutes (both runs).
      Did you have the game on pause for 9 hours?

    11. Re:i'll show you strategy! by SuiteSisterMary · · Score: 1

      Ten points!

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    12. Re:i'll show you strategy! by geminidomino · · Score: 1

      No, I just suck at it. :) Damnable Red devils...

    13. Re:i'll show you strategy! by ksiddique · · Score: 1

      Here's a speedrun of Contra. 10 minutes, 55 seconds. No cheat code.
      http://speeddemosarchive.com/Contra.html

  19. Not true by DaveCBio · · Score: 3, Insightful

    I really think this is complete and utter BS. I can't remember a single designer on any game I have ever worked on even considering a strategy guide when it came to design. This just screams of another gaming site grasping at straws and posting a contrversial topic just to get hits and it worked.

    1. Re:Not true by Anonymous Coward · · Score: 0

      You do not what your talking about. 2Old2Play is not a game site. Please get your information straight.

    2. Re:Not true by Artifakt · · Score: 1

      How to get modded +3 insightful on slashdot.
      1. Have no actual, verifiable facts in your post. (Claiming you can't rememember someone else's state of mind is not a fact, all you can ever factually claim is they didn't give you an indication that that was their state of mind (, unless the poster is also claiming to be a telepath).)
      2. Make either a mistake or a deliberate mistatement (the article site is not a gaming site in any conventional sense, period, whatever another "straw grasping" gaming site is. You can call it a gaming site only if any site that ever writes anything about games is a gaming site, i.e. if you're the sort who claims Senator Orin Hatch has written about legislation affecting RPGs, so the senator's relection campaign site is now a gaming site. To me, gaming site sounds like a site that reviews games, passes on industry news or rumors, or distributes games or add ons or support files. The typical gaming site sounds to me like gamespy, in other words. But that issue's secondary. More primarily, whatever you call the site, they obviously don't want more hits when they have been slashdotted by them. They have even posted the article that started this, without the rest of the page, with no links and no advertising, in an effort to get the slashdotting over with asap, while cutting their excess bandwidth bill as much as possible. "It" only "worked" if it was "a cunning plan to frag their own website").
      3. Stoop regularly to insult, rhetorical flourishes and invective ("grasping at straws", "complete and utter BS", "just to get hits").
      4. Imply you are an industry insider with LOTS of experience. Don't address whether this also means you might have an inherent bias when it comes to criticism of the people who presumably pay you. Don't be specific about what you worked on, who the other designers you knew were, or whether you have either breadth or depth behind your statements.

      I had mod points when I came here. The only reasons this post didn't draw a -1 Overrated from me, is I have never given one out before, and they feel like dirty tricks even for a case like this.

      Now for some facts: In Quake 1, both the first big boss and the last one must be defeated by using special methods rather than normal weapons. Fragging the second boss involves finding an extremely narrow path that leads to a hidden teleporter, and timing that teleportation to coincide with an odd floating object's passing inside the boss, The whole path to the teleporter is hidden from the view of all other locations in the level, and will only normally be noticed if the character stands in one exact spot and jumps straight up while looking down at just the right angle. There were other exceptionally involved secrets, such as the fourth section having a secret level that could only be reached if the character didn't use the silver key to raise a bridge, but jumped from bridge support to support and saved the key for later. Quake 1 also had a real super secret, the Dopefish. This took blind leaps, walking an incredibly narrow ledge and jumping down a hole to see, but the first clue to it was only activated if your POV shot an apparently inoccuous object, way back in the opening difficulty selection section, before any monsters at all were present to draw fire. Since Id releases its cheat codes easily, clues to all the other secrets could admittedly be discovered by noclipping through the walls, but even that would be of little help for this last puzzle.
      In Quake 2, Id improved on having secrets that could easily be found by using their cheat codes or even by a little luck. Instead of just one more complex secret, they had many. For example, in the first series of levels, there is a very useful secret that can only be reached by first finding a larger secret area, then riding a gondola car type system around a loop no less than 13 times, to trigger it. Throughout the 2nd game, there are special secrets that include timing tricks and timed triggers so they cannot be detected even

      --
      Who is John Cabal?
    3. Re:Not true by DaveCBio · · Score: 1

      Your "facts" don't prove anything other than games have gotten more complex and some developers, id in this case, like to hide easter eggs that could probably only be discovered by persistence or the cheat codes you mention. It's not like the cheats and easter eggs don't appear on the net for free within weeks of a games release, so there is no need to buy one unless you feel compelled to for some other reason. And where did I make a mistake? A quote directly from the article, "Call me cynical, but it seems to me that it's become standard practice these days for developers to put secrets into games that are next to impossible to find without the official strategy guide next to you." That seems to me to be exactly what I was calling out. And to say it's not a gaming site is particularly ridiculous. The byline is "a website for gamers over 25". Also, I don't buy the "Oh poor us, we got Slashdotted" argument. This site was created for people to read and obviously with ads they'd either like to cover their expenses or make a little profit. Nothing wrong with that, but I've seen this 1000 times over the years. Someone makes a contentious statement, it gets picked up by bigger news sites because topics like that draw clicks and then they get residual traffic. I am not saying the author doesn't believe what he says, I just think it's ridiculous. As for my experience, you can choose to believe me or not, it's not skin off my nose.

  20. No way by ADRA · · Score: 1

    Adventure games of ye-olde year were not easy! I wish they had strategy guides, or maybe even an appendix of all the things you could touch, talk, get/take, look/see, etc... Frustration to no end.

    Plus, there were always 'strategy'-typed guides for games ever since i remember them back in the eary console days. Many rediculous puzzles in games aren't a scale of difficulty but simply the result of bad game development. By the time a player gets to any puzzle in the game, they should be equipped with the mental ability to reason out the problem.

    Take some games like the Zelda. I played though it without looking for answers. Its not that there weren't interesting puzzles to solve, its just that throughout the game, they sculplted their puzzles to 'train' you to use the tools you're given in creative ways. If a game gives you a gun and tells you to shoot enemies, it might not be evident that you can use it for other things like hitting switches or blowing up barrels hollywood-style.

    --
    Bye!
    1. Re:No way by Anonymous Coward · · Score: 1, Funny

      s/rediculous/ridiculous/g

    2. Re:No way by drinkypoo · · Score: 1
      Take some games like the Zelda

      Sure, you can beat it without a guide, but you're going to spend literally extra days to get enough money to buy enough bombs to bomb all the possible bomb locations.

      Thus Zelda is an excellent example of what strategy guides are for.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:No way by AuMatar · · Score: 1

      Money to buy bombs? Mobs drop them, and thats why the game had saves. Use your bombs. Didn't find the opening you needed? Hit reset.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:No way by drinkypoo · · Score: 1
      Money to buy bombs? Mobs drop them, and thats why the game had saves. Use your bombs. Didn't find the opening you needed? Hit reset.

      Mobs don't drop them very often, this tendency persisted throughout the series, bombs are the least-frequent drops.

      Hit reset? Then you just have to wait for it to load again. Either way it's tedious, although I admit, that's less tedious.

      I played through the first and second quests, using nintendo power for both of them, and I don't regret using them. If I wanted to play a game like that I'd be a product tester or something.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:No way by TheCrackRat · · Score: 1

      Starting with Link's Awakening or Link to the Past(not sure which came first), there's an audio cue if you hit a bombable wall with your sword. So you don't have to spend bombs to find bombable locations.

      --
      Ignorance is not linguistic drift.
    6. Re:No way by geminidomino · · Score: 1

      Actually, you're half right. Moblins didn't drop bombs very often, but Blue Octoroks and Blue Leevers had much higher bomb drop rates.

  21. This is weird... by __aaclcg7560 · · Score: 2, Insightful

    I always thought that games got more complex because the game designers were brilliant at what they did. The real reason is because of all these stupid gaming guides. What's next? John Carmack is not Santa Claus?

  22. pwnag3 is t3h fun by Scrameustache · · Score: 1

    It's hard to take someone's comments seriously when they display such an obvious lack of spelling and grammar.
    Or are we supposed to be doing this naked? That's an M-Rating for sure.


    You are making it very hard to take your comment seriously, Mr. Holier Than Thou.

    --

    You can't take the sky from me...

    1. Re:pwnag3 is t3h fun by saltydogdesign · · Score: 1

      There is a certain level of bad spelling and grammar at which criticism lends the critic mere normality, and not holiness. Pointing out an incorrect usage of the word "presently" is holier-than-thou. Pointing out the difference between "bare" and "bear" is our solemn duty as thinking humans.

      --
      // This is not a sig.
    2. Re:pwnag3 is t3h fun by Scrameustache · · Score: 1

      Pointing out the difference between "bare" and "bear" is our solemn duty as thinking humans.

      Truly, else the bear threat would but increase, exponentially!

      --

      You can't take the sky from me...

  23. Follow the money by animaal · · Score: 1

    Pfft. We've used strategy guides since the early eighties, when they were often included in computer magazines. Anybody remember Elite? The difference is that back then, games usually weren't long/complex enough to justify a full glossy book.

    It's all about the money. If you write a successful game, you can also sell new "episodes", special editions, strategy games. It's the slightly more grown-up version of the Mario lunch boxes, watches, etc.

    1. Re:Follow the money by icebones · · Score: 1

      yeah, i remember Elite. it was one of my favorite games and i never dreamed of getting a stratgy guide. i just wish I had managed to get to fight the thargoids when I was Elite and had an Iron ass, not just when i was mostly harmeless and using pulse lasers

      --
      Life is pain. Anyone who says differently is selling something.
  24. Rated U by Petersko · · Score: 0, Offtopic

    Or are we supposed to be doing this naked? That's an M-Rating for sure.

    This is slashdot. Make that "Rated U For Unpleasant".

  25. Ahem... by p0 · · Score: 3, Funny

    "Having just been Dugg, our servers are buckling under the load. Sorry for the inconvenience."

    My friends, they are experiencing what we all know as the "Digg Effect".

    --
    This is my sig. There are thousands more, but this one is mine.
    1. Re:Ahem... by Anonymous Coward · · Score: 0

      It's been "Digg Dugged"...is there a Strategy Guide for that?

  26. No Death by XanC · · Score: 4, Informative

    I think not being able to die in Monkey Island (and other Lucas adventures) was a big part of this. It limits the problem domain. In some of the Sierra adventures, if you hadn't done just the right thing early, you could literally be trapped with no way to proceed and no way of even knowing this was the case.

    Space Quest 2 was the worst offender that I can recall. In the first scene of the game, if you don't notice a particular item and grab it, then at the end of the game you're screwed, with no idea why. You have to start over. From the beginning.

    The LucasArts adventures were just so well-written and well-executed. Solvable but challenging puzzles and not being able to die are both aspects of this.

    Come on, LucasArts, give us more!

    1. Re:No Death by Moofie · · Score: 2, Interesting

      You've put your finger on exactly why I loathe "adventure games". It's not about puzzles or problem solving, it's about guessing what the writer thinks would be fun to have you do right now.

      Bleh.

      --
      Why yes, I AM a rocket scientist!
    2. Re:No Death by yahwotqa · · Score: 1

      Hey, you _were_ able to make Indy die in Indiana Jones 4: Fate of Atlantis...

    3. Re:No Death by killeroffoil · · Score: 1

      Sierra definitly knew how to frustrate me. I remember this happening to me in King's Quest VIII. I got really far in the game, had put loads of time into and had actually figured everything out on my own, only to find out I dropped an item I needed without knowing it. There was no indication that I would have needed that item later. It made me so furious and I just couldn't muster up the energy to restart and I never got to see how the game ended.

      I never beat KOTOR for a similar reason. I didn't get a force power that made the end boss less than impossible to beat. Maybe I'm just a quiter.

    4. Re:No Death by Doctor+Ian · · Score: 3, Interesting

      Actually you can die in the original Secret of Monkey Island. When Guybrush is under the water and just out of reach of all the sharp things, if you wait for 10 minutes, he turns all sorts of colours and dies. All the action buttons turn in to things related to being dead, and you can't get out of it.

      Okay, so you'd never actually take 10 minutes to figure out that part, even if you tried anything. It's just a little joke because Guybrush says he can hold his breath for 10 minutes.

      --
      Trust me, I'm a doctor.
    5. Re:No Death by XanC · · Score: 1

      haha! I wondered about that when I first played the game as a kid, but I didn't have the attention span to try it out. I'll have to fire up ScummVM and give it a whirl.

    6. Re:No Death by budgenator · · Score: 1

      I'd say that Doom II's chainsaw weapon was as bad.

      --
      Apocalypse Cancelled, Sorry, No Ticket Refunds
    7. Re:No Death by honkycat · · Score: 1

      That's no different than any other form of entertainment. If you don't like a book or movie, it's because you don't like what the author had the characters doing. The only difference is that in a game, you are in charge of figuring out what it is that the character is to do.

      Personally, I love trying to figure out what the author had in mind. As long as there's some logic to it, I don't usually find it too frustrating. I can understand that not everyone would like this, though.

      As the parent pointed out, some game authors are better at writing non-frustrating adventure games than others. The old Sierra games were very hard (but not as bad as some of the Infocom stuff). Monkey Island and its sequels were great in terms of not letting you shoot yourself in the foot. The later Sierra's were more like this as well. There is a certain charm to the really farking hard games -- it gives you a sense of triumph when you do figure it out in the end. However, it can be a painful road...

    8. Re:No Death by Lehk228 · · Score: 1

      in neverhood there is exactly one way to die, climbing into the drain that has a sigh that says not to enter because you will die

      --
      Snowden and Manning are heroes.
    9. Re:No Death by Moofie · · Score: 2, Interesting

      My brain clearly was not compatible with Roberta Williams' brain. That, coupled with the part about having to pick up literally every object in the game (especially the undetectible ones) in order to finish....

      Yeah. I understand that there were technological limits in the genre, but I found them unduly frustrating. I'd feel the same way if I tried to read a book with no proper nouns in it.

      --
      Why yes, I AM a rocket scientist!
    10. Re:No Death by Saxerman · · Score: 2, Interesting
      Space Quest 2 was the worst offender that I can recall. In the first scene of the game, if you don't notice a particular item and grab it, then at the end of the game you're screwed, with no idea why. You have to start over. From the beginning.

      I also seem to recall the InfoCom H2G2 game, where at the very end of the game Floyd would ask you for a specific item to open the hatch so you could leave the Heart of Gold. The item was randomized each time you started the game, and could include a number of items from early areas to which you could not return. But consider the target audience for text based adventure games; If you didn't want to figure anything out, you could more easily just buy a book.

      Also good modern games that include painfully complex and/or time-consuming content also tend to make it optional, such that you don't need it to finish the game, or it can only access it when replaying the game in 'God Mode' or something similar. This way the die-hard gamers can enjoy the extra content, and the more casual gamers can safely ignore it.

      Whenever I'm asked if I 'would like to get a copy of the strategy guide at X% off?', I tell them, "No thanks, I have access to the Internet."

      IIRC, the sales of strategy guides were also an early indicator of piracy when they sold better than the game itself. I used to know a guy who knew a guy on the old 8-bit Atari warez team, and this was eventually given to me as the reason they shut down their operations.

      --

      A steaming cup of soykaf would be real wiz right now.

    11. Re:No Death by paintswithcolour · · Score: 1
      Possibly worse was the infamous >feed sandwich to dog

      Only found that out about 10 years later.

    12. Re:No Death by rjung2k · · Score: 1

      I also seem to recall the InfoCom H2G2 game, where at the very end of the game Floyd would ask you for a specific item to open the hatch so you could leave the Heart of Gold. The item was randomized each time you started the game, and could include a number of items from early areas to which you could not return.

      To be fair, IIRC you could also use the Thing Your Aunt Gave You That You Don't Know What It Is to hold everything you ever found, so there was no real reason not to pick up everything you encountered and schlep it along with you.

      The Infocom H2G2 game did have one puzzle which made the game unsolvable if you didn't do it early, though -- if you failed to buy a sandwich at the pub and feed the dog outside, you couldn't (later) complete the microscopic space fleet puzzle, which prevented you from finishing the game. The only recourse was to start all over and feed the damn dog...

    13. Re:No Death by Dun+Malg · · Score: 3, Funny
      You've put your finger on exactly why I loathe "adventure games". It's not about puzzles or problem solving, it's about guessing what the writer thinks would be fun to have you do right now.
      There's a quote from a review of a typical bad adventure game that I think sums up the problem with adventure games. The game required you to impersonate some guy, so you steal his ID card. Then, you had to find and attach a piece of tape across a hole at the back of a tool shed. Then you had to chase a cat into the tool shed and out the hole in the back. Then you had to take the tape, which was now covered with cat hair, and use the hair plus spirit gum to make a fake mustache for yourself. Then, take the man's ID card and draw a mustache on his picture on the card with a pen. Now you look like the man's ID card with the mustache drawn on it. Puzzle solved. As the article writer said, the problem with this "puzzle" was that it had no logic to it whatsoever. After all:

      The first step in impersonating a man who doesn't have a mustache, is not to make a fake mustache.

      I think that pretty well sums up the major shortcoming of most adventure type games.
      --
      If a job's not worth doing, it's not worth doing right.
    14. Re:No Death by Moofie · · Score: 1

      That's pretty much exactly my thought on the subject.

      Although I think the cat-hair mustache phenomenon is going to be the next big fad, once we're done with pink toy poodles.

      --
      Why yes, I AM a rocket scientist!
    15. Re:No Death by honkycat · · Score: 1

      Ok, well, if you're talking about King's Quest, I hear you. I never got in to those. Space Quest and Leisure Suit Larry were great, but I always found King's Quest to be less than enthralling. Might just be that it was more serious (and less bawdy)...

    16. Re:No Death by Moofie · · Score: 1

      I thought she did Space Quest too. But, yeah, mostly King's Quest made me want to hit.

      --
      Why yes, I AM a rocket scientist!
    17. Re:No Death by SuiteSisterMary · · Score: 1

      I have two vivid memories of things like this.

      The first was in the Spider-Man and Fantastic Four 'graphical text adventure' games for the C64. Spider-Man was in a building, and pretty much a different villan in each room. Never could figure out what to do, other than ripping open the elevator, and going out a window. The Fantastic Four game started out with the Thing in a tar pit; eventually he'd drown. No idea what one was supposed to do.

      The other was Quest For Glory 4: Shaodows of Darkness for the PC, original issue on floppy disks. Oops, there was a scripting bug that simply stopped the game dead in it's tracks; a required event simply would not fire. Of course, at the time, no Internet, and not wanting to dial into a BBS somewhere in the states, I never knew this.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    18. Re:No Death by Chibi-Hikaru · · Score: 1

      No, that was the Two Guys from Andromeda that did Space Quest, better known as Scott Murphy and Mark Crowe.

      --
      http://www.cafepress.com/hikarudesigns/ http://www.bricklink.com/store.asp?p=hikaru
    19. Re:No Death by Anonymous Coward · · Score: 0
    20. Re:No Death by nick.ian.k · · Score: 1

      Don't forget Sierra's Gold Rush: a given game session could just end with your character dying of cholera. This was determined at random when you started your game. If it happened, your saves wouldn't do you any good at all, because whatever variable that determined it had already been set based on no action of your own. You had to restart from the very beginning and use an entirely new set of saves, and hope that you didn't come down with cholera that time around.

    21. Re:No Death by Ponzicar · · Score: 2, Interesting

      That's from this article about the death of adventure games at the long neglected oldmanmurray site: http://www.oldmanmurray.com/features/77.html

    22. Re:No Death by makomk · · Score: 1

      if you failed to buy a sandwich at the pub and feed the dog outside, you couldn't (later) complete the microscopic space fleet puzzle, which prevented you from finishing the game.

      But IIRC you got two chances to do that (one as Arthur and one as Ford). That game was full of things like that, though - for example, if you didn't find the fuzzball and put in Trillian's handbag on your first visit to the party, you didn't get a second chance.

    23. Re:No Death by Politburo · · Score: 1

      Gold Rush, the Manhunter and the Codename:Iceman series are some of the hardest Sierra games. Some of the other things in GR were ridiculous, too. Like how you had to wait a random amount of time for your brother to mail you (but if you had already played the game, you could sell your house and prepare for your trip..) or how you could miss the stagecoach and be stranded.

    24. Re:No Death by Genom · · Score: 1

      Space Quest 2 was the worst offender that I can recall. In the first scene of the game, if you don't notice a particular item and grab it, then at the end of the game you're screwed, with no idea why. You have to start over. From the beginning.

      It had more than one "gotcha" too. Triggering a certain event, and not responding properly would lead to death much, much later in the game. If you hadn't saved before the "event", you were restarting.

      However, back then it was part of the game to find all the various ways to die. An awful lot of them were quite entertaining.

  27. latest /. story server already dugged. by viking2000 · · Score: 3, Informative

    Hate to klikk on the last /. story only to find that the story broke on digg, and when /. comes after, the servier is dugg down.

    Editors: Get fresh stories!

    1. Re:latest /. story server already dugged. by generic-man · · Score: 1

      I don't read Digg, so I appreciate Slashdot reporting on the topic anyway.

      --
      For more information, click here.
    2. Re:latest /. story server already dugged. by Anonymous Coward · · Score: 0

      to be fair to /. though, digg takes the easy route of posting every story about everything, regardless of whether it is accurate or not. They are the walmart of slashdot sites.

    3. Re:latest /. story server already dugged. by geminidomino · · Score: 1

      to be fair to /. though, digg takes the easy route of posting every story about everything, regardless of whether it is accurate or not. They are the walmart of slashdot sites.

      As opposed to slashdot, posting stories about only geeky subjects, whether it's accurate or not?

      If Digg is the walmart of news aggregators, then Slashdot must be the Radio Shack...

  28. What a surprise. by The+MAZZTer · · Score: 3, Funny

    * Business meeting *

    Suit 1: Hmm, not enough people are buying our strategy guides for our games. How can we make more money?

    Suit 2: We could invest more time and money in our games to make a higher-quality product.

    Suit 3: Shut up Tom, that idea is horrible.

    Suit 1: Let's up the games' difficulty so people will be FORCED to buy our strategy guides! Brilliant!

    * Act Two *

    Suit 1: OK apparently our customers are starting to use an "Internet" to download FREE, unauthorized guides made by other customers. What's worse, the legal department informed me that what they are doing is completely legal. Now, we need to either find a way to take down this "Internet" thing or figure out how to change the legality of these guides. Ideas?

    Suit 2: I think...

    Suit 1: ...from anyone EXCEPT Tom?

    ----

    Etc. OK it's a bit of a Dilbert spin, especially near the end, but I bet the first act happened for real SOMEWHERE.

  29. They remove responsibility from developers by Yath · · Score: 2, Insightful

    Strategy guides could also contribute to laziness among game developers. It's hard to make a puzzle that is challenging, yet not too difficult. This is evident in all kinds of puzzle/adventure games. The Zork trilogy had some puzzles that even some very smart people I knew just couldn't crack. And in Final Fantasy VII, the developers made no attempt to put enough clues in the game to perform chocobo breeding. So if a game developer knows that a strategy guide is going to come out in a month or two, why put in the extra effort to tune all the puzzles? Someone else will release the guide, and players who are having trouble will just use it. It's a shame, though.

    --
    I always mod up spelling trolls.
    1. Re:They remove responsibility from developers by ameoba · · Score: 1

      It's not a matter of strategy guides coming out "in a month or two". The publishers are obviously working with the strategy guide authors since most new games have guides available at launch date.

      --
      my sig's at the bottom of the page.
    2. Re:They remove responsibility from developers by 2nd+Post! · · Score: 4, Informative

      What? There was the Chocobo Sage plus the girl/boy at the Chocobo ranch to give you hints and clues. As per the actual locations of WHERE to find the various Chocobos, that wasn't hard at all. Capturing chocobos was easy if your party was high enough level!

    3. Re:They remove responsibility from developers by Anonymous Coward · · Score: 2, Funny

      Breeding the right chocobos: free

      Knowing that I had to breed a golden one and then take it all the way out to the middle of nowhere to find a tiny island where only it could go in order to get the Knight of the Round materia: $20 strategy guide.

      Spending dozens of hours mastering it to get a second materia, then hooking it up with Quadra Magic and MP Turbo in order to end every battle in one (15 minute) turn with a W-Summon: priceless.

      There are some things you can figure out on your own, for the ultimate in crushing bosses in a single turn theres strategy guides.

    4. Re:They remove responsibility from developers by 2nd+Post! · · Score: 1

      You don't need Quadra Magic and MP Turbo with a W-Summon at all.
      Let's see, I had something like quad-slash with counter; one attack from an enemy would triger a 4x counter five times, which means in any one battle my characters would attack 120 times a minute.

    5. Re:They remove responsibility from developers by Yath · · Score: 2, Insightful

      The idea that you'd have to go to a remote snowy island, then find chocobos hanging out with specific monsters, in order to get one good enough to win at the races, is too obscure to reasonably expect people to figure out. On top of that is the amount of effort you have to put in to just figure out whether a chocobo is any good. That was pure strategy guide material. In the case of FFVII, I can't say for sure if it was laziness or straight guide promotion, but in any case the game itself is poorer.

      --
      I always mod up spelling trolls.
    6. Re:They remove responsibility from developers by Flyboy+Connor · · Score: 1

      The Zork trilogy had some puzzles that even some very smart people I knew just couldn't crack.

      I solved the Zork trilogy in the early eighties completely unassisted.

      It took me two years.

      Two f*cking years!

      And for all you unattached geeks out there: the solution to the last puzzle that had me stuck for over six months (where to hide the ring in the museum) came to me when doozing after two hours of 'activity' with my girlfriend. So, you see, sex is actually good for something.

    7. Re:They remove responsibility from developers by Anonymous Coward · · Score: 0

      "You don't need Quadra Magic and MP Turbo with a W-Summon at all."

      As Stan's parents in the Chimpokemon episode of South Park said when watching an episode of the game on TV, "I don't know what the hell they are talking about"

  30. Strategy Guides have killed the Manual by joinder · · Score: 5, Insightful

    I don't necessarily have anything against strategy guides, (in fact I find most I've gone through to be very enjoyable reads with high production values), I do fear they've had a direct effect at cheapening the actual content in game manuals. It seems like most pack-in manuals with games are not much more than installation guides/or control layouts. I know there are exceptions to the rule, but the days of comprehensive pack-in manuals seem in the past.

    1. Re:Strategy Guides have killed the Manual by geminidomino · · Score: 1

      (in fact I find most I've gone through to be very enjoyable reads with high production values)

      Spoken like someone who didn't get burned for $20 for the FF IX guide.

      For those fortunate enough to NOT have been suckered: the "strategy guide" was essentially a hardcopy index of PlayOnline's FF IX strategy site (this is when FF IX came out, I don't know if it still has one these days) which was free.

  31. True... by bigtimepie · · Score: 1

    I'll agree that strategy guides have made strategy games harder.

    A guide to a game like final fantasy doesn't affect much, because the game is the same every time. But a strategy guide for a game like WoW or AoE allows any dim wit to jump towards the top. Not that this is necessarily bad; competition is fun and can make those of us who can think up our own strageties better.

  32. You have a point there by Travoltus · · Score: 2, Funny

    They'd never be able to do that without a strategy guide/walkthrough, nosireebobski.

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
  33. Ah.. by ackthpt · · Score: 1

    Hey, at four or five rant posts per typo the, "Add random typo to inflame user interest," chapter seems to have been well read as well as put to good use.

    That would be the "More Revenue Through Typos" chapter

    --

    A feeling of having made the same mistake before: Deja Foobar
  34. Slashdot beaten by Digg... by Anonymous Coward · · Score: 0

    "Having just been Dugg, our servers are buckling under the load. Sorry for the inconvenience." Swish, three pointer to Digg.

  35. Dig Dug by Anonymous Coward · · Score: 0

    That was an awesome game. And the only time I can stomach people using dig and dug in the same sentence. I'm sorry, but there is already a word for server meltdown, and that is slashdotted. There is no point in inventing new synonyms for every website that links to stuff. And to add insult to injury, http://reddit.com/ is better than digg. Thank you for reading, now please mod me and parent down.

  36. Re:Classmates by hackwrench · · Score: 0

    No, my classmates were total strangers. There wasn't much opportunity for interaction when the classes consisted entirely of the teacher lecturing. Socialization wasn't encouraged or facilitated.

  37. Re:CmdrTaco exposes himself as an idiot. by Anonymous Coward · · Score: 0

    A little bitter maybe?? you DON'T have to read slashdot, so don't complain! I recommend you stay with Digg, Slashdot may not be for you!

  38. Gamesguides killed the adventure games imo. by 88NoSoup4U88 · · Score: 1

    The abundance of gameguides on the Net is one of the bigger reasons why the adventure, or point-and-click games died.

    For me this only became painfully obvious when I was playing Dreamfall: The longest journey, the other day.
    This game, on multiple occasions, left me clueless on what to do. Instead of (as in the good ol' days) trying every possibility for hours, I just gave up after five minutes and went for a quick browse to gamefaqs; thus solving the problem at hand but not really getting any satisfaction out of it.

    And then to think I had to freaking call a -very- expensive (Nintendo-sponsored) Hotline back in the days everytime I encountered an 'unsolvable' NES problem :)

    1. Re:Gamesguides killed the adventure games imo. by grumbel · · Score: 3, Interesting
      For me this only became painfully obvious when I was playing Dreamfall: The longest journey, the other day. This game, on multiple occasions, left me clueless on what to do. Instead of (as in the good ol' days) trying every possibility for hours, I just gave up after five minutes and went for a quick browse to gamefaqs; thus solving the problem at hand but not really getting any satisfaction out of it.

      Dreamfall is a bad example, since its actually by far one of the easiest adventure games around, only difficult part is the cave in chapter 5, but thats more due to the invincible trolls then due to the nature of the puzzle, rest of the game is more like an audio-book, then a normal adventure game since there simply aren't really much puzzles worth to talk about.

      However I doubt that strategie guides had anything to do with the death of adventure games, for one simple reason getting stuck *SUCKS*. Its simply no fun, plain and simple. If I get stuck there is a very good chance that I simply drop the game and go do something else, especially when its the "I don't even know what I am doing wrong" kind of being stuck, which in adventure games it often ends up being. Strategie guides on the other side resolve the stuckiness and allow me to actually enjoy the game, so if anything they should have increased the enjoyment of adventure games. There is of course a danger of getting more out of a strategie guide then you want to, spoilers ain't no fun, but compared to being frustrated for days or weeks, its really a small payoff. Beside I had a strategie guide for every adventure since ZakMcKracken, so those aren't really anything new either.

      The truth why adventure games died almost out (still rather alive over here in europe) is plain and simple: LucasArts stopped making them and there was nobody to step into their shoes. There simply weren't much great games around after LucasArts, there where still plenty of good ones, but almost nothing great, nothing that would drive the non-adventure crowed into the genre. And there of course also was no innovation. While every genre moved forward, the adventure game had its last jump back when ManiacMansion was released, after that almost 20 years of nothing, little jump again with Myst, but that was more a sidestep then a leap forward. Only recently Fahrenheit tried something new again, something that wasn't the same old point&click which most people got already tired of 10 years ago. And a lot of the good aspects of adventure games of course also got absorbed into other genres, each FPS now has some kind of puzzles and most RPGs tell more interesting stories then the average adventure game.

  39. That won't happen... by Anonymous Coward · · Score: 0

    This is why I would like to see more procedurally generated games.

    Games where the actual story is completely different - with different characters generated for each instance.


    You'ld need a very good AI to do that. We don't know how to build one. But let's suppose we did, somehow, and it's very good.

    So, you now have a game AI powerful enough to auto-generate a completely engaging new story with a new and interesting murder plot on the fly.

    Do you:

    (a) quietly corner the murder-mystery book market, publishing hundreds or thousands of original, high-quality mystery novels under various pseudonyms,

    or

    (b) write one computer game, which will sell fewer titles, and tip off the competition about the AI you've got?

    I know what I'd sell, and it sure wouldn't be the video game.

    1. Re:That won't happen... by schon · · Score: 1

      You'ld need a very good AI to do that. We don't know how to build one [...] a game AI powerful enough to auto-generate a completely engaging new story with a new and interesting murder plot on the fly.

      Finally, a rational explanation for Dan Brown! He's just version 0.01!

    2. Re:That won't happen... by exp(pi*sqrt(163)) · · Score: 1
      You'ld need a very good AI to do that.
      I don't think AI is the best word here - we're not after general intelligence, just smart algorithms in a specific domain. I've been thinking about this very problem - especially with respect to things like mysteries. One of the interesting things you need to model is the states of mind of NPCs. Who knows what, and who knows who knows what, and who knows who knows who knows what... Turns out there's already some good theory on how to do this - epistemic logic. This is a good place to start.
      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  40. i disagree by Wiarumas · · Score: 3, Interesting

    I personally thought games were getting extremely easy nowadays. I, for one, welcome more challenging games.

    --
    I will bend like a reed in the wind.
  41. Isn't that a good thing? by perpetuate · · Score: 1

    Isn't it a good thing strategy guides pushed developers to create more challenging or complex games?

    1. Re:Isn't that a good thing? by geminidomino · · Score: 1

      That depends on your definition of "challenging."

      If you consider "throwing 3x more baddies at you at once so you have to twitch like a grand mal to pass" to be "challenging" then sure, it's a good thing.

      If you don't consider "hey, we don't have to put ANY clues at all into the game for this puzzle with 2^32 solutions, since they'll just buy the strategy guide!" to be "challenging" then no, it's not.

  42. The Read Difference Is In the Included Docs. by sker · · Score: 1

    I don't think strategy guides have affected the games as much as they have affected the *included documentation*. Back in the day, you could be The Mack on your block just by reading the booklet - since 80% of your opponents never did. Docs now reflect the fact that few eyeballs ever fall on them are are much less detailed. There were very basic instructions in the Madden 06 Strategy Guide that just weren't in the included booklet.

    --
    nonsig. unsig. desig.
  43. BULLSHIT by Anonymous Coward · · Score: 0

    This is bullshit. Really. Games are not harder than it used to be. Arcade games made you spend your money, they had to be tough but cool enough to make you spend quarter after quarter. Many NES games were harder than SNES ones. Many Sega Master/Genenis were harder than NES ones. Yet I bet the crap out of the young pals with their shiny new 399.99$ console and I'm not even that good. Betcha most old timers here do the same with the little lads.

    In a corporate world as it is now where franchise is the hot word to have in mouth, there is no doubt they have to come up with gimmicks and silly mazes only to pretend they have pondered about something. And what the hell with mini games anyway? Design a good game and mini games will be useless!

  44. The problem is by Sycraft-fu · · Score: 3, Interesting

    At this point, the technology doesn't exist to do it well enough to keep it from getting repetitive. You just can't link things together with the subtlety and detail that a human can. So in games that do it (Freelancer would be an example) the variation actually makes it more rote. Sure no two missions are precisely the same, but they are all the same general thing.

    It's going to take a lot more advances before there's the ability to generate compelling random missions.

    1. Re:The problem is by Sigma+7 · · Score: 1
      At this point, the technology doesn't exist to do it well enough to keep it from getting repetitive. You just can't link things together with the subtlety and detail that a human can.


      The roteness you describe can still apply to games that use static mission generation, such as Crime Cities. While there is a wide variety of backgrounds for the missions in the game, the all come down to destroying enemies. Even one of the first missions, where you simply have to pickup survey equipment, involves enemies that attack you. This ignores guarenteed failure missions, where it underhandedly states "Mission Failed" regardless of what you do (for example, you go to a depot to pickup an item, but fail the mission because they realise someone else did it first.)

      The roteness increases on Very Hard difficulty, when the enemies are whittled down with the ultimate tactic while you do not take damage with their inaccurrate shots. Eventually, you reach a point in the game where you have to destroy a large quantity of enemies with extremely basic equipment and resources - which is much more tedious than most randomly generated missions.

      (BTW, the ultimate tactic in Crime Cities is to move in reverse, strafe left/right, align the targetting rings with your targetting recticule and open fire while rapidly cycling through lasers and sonic weaponry. This is slightly less effective in protection missions, but works wonders.)

      So in games that do it (Freelancer would be an example) the variation actually makes it more rote.


      In the case of Freelancer, there wasn't much variation to begin with. There were a few mission types that you'll recognize:

      - Destroy a group of fighters.
      - Capture an enemy leader for bounty.
      - Destroy contraband from some enemies
      - Destroy an outpost.

      This isn't much of a dataset to work with when attempting to create dynamic missions. You can even tell for yourself, as the manual contained an storyline-based mission where a character had a contract with the Navy to transport goods from one place to another (although this is technically implied in the goods transportation gameplay mechanics.) The roteness of the gameplay can easily be fixed by improving the variety of the missions so that it would take a greater amount of time before bordem sets in.

      There were escort missions suggested for one of Freelancers patches or expansion packs, which is one way to make things longer (and it doesn't even have to rely on scripting as enemies naturally attack trade lanes to interfere with excorting.) This mission type, even if it may be tedious, can still give information about lucrative trade routes, provided the game doesn't do something silly such as schedule a long-range shipment with a net profit of $2 per unit.

      However, beyond this it becomes increasingly difficult to make new mission creation templates, but every one that is created will help slow down the bordem.

    2. Re:The problem is by ben+there... · · Score: 1
      At this point, the technology doesn't exist to do it well enough to keep it from getting repetitive. You just can't link things together with the subtlety and detail that a human can. So in games that do it (Freelancer would be an example) the variation actually makes it more rote. Sure no two missions are precisely the same, but they are all the same general thing.

      I think you need a mix of scripted and random aspects of missions. For example, in FFX, if you had random battles and missions that were all influenced by how much Sin had taken over the world, plus previous decisions you had made, the plot would still be semi-random, but each time the randomizer ran it would be altered by those factors.

      Kinda like real life: some things are pretty much random, some things were caused by previous events or decisions. The trick is to make all that fit together as seamless as possible.
    3. Re:The problem is by Anonymous Coward · · Score: 0

      > For example, in FFX, if you had random battles and missions that were all influenced by how much Sin had taken over the world, plus previous decisions you had made, the plot would still be semi-random, but each time the randomizer ran it would be altered by those factors.

      Would it really have mattered? It would still be the same game: walk 10 feet, shatter sound, combat music, commence 3-on-3 combat. Walk 10 more feet, same shatter sound, same combat music, cue up another 3-on-3 combat. Walk 10 feet back, same bloody shatter sound, same goddam combat music, slog through another fucking 3-on-3. Take the disk out, throw it against the wall. Fail to hear any pleasing shatter sound because dvd's are made of lexan and they don't break easy.

      I wished for an instant combat resolver for that game, but then I realized that I hated the acting and story and every one of the mini-games. Pretty scenery though.

    4. Re:The problem is by ben+there... · · Score: 1

      Replace FFX with any game. That wasn't the point.

    5. Re:The problem is by Anonymous Coward · · Score: 0

      Doesn't WoW have the same problem, and isn't it designed? The missions pretty much boiled down to getting items, and killing things. There wasn't much nuance beyond that, and the stories didn't add much to it imo. This isn't an example against human capability, but it is funny...

      I'm not sure it's so hard to procedurally generate storylines. If one was to examine things thoroughly you'd probably find most of the patterns. There can't possibly be /too/ much to it. Motivation={power|money|love|respect}, etc. And maybe most of the detail is what you experience yourself. It almost sounds interesting enough to make me undertake it myself.

      However, I've found a lot of novels to be repetitive too, though what I read was mostly considered escapism. And I don't enjoy reading anymore so I'll never know for sure, but from summaries I get the idea that even well-considered novels aren't very original.

    6. Re:The problem is by jackbird · · Score: 1
      Freelancer isn't a great example, as it was crystal clear the game shipped unfinished (e.g. they hadn't figured out the flight mechanics, so all ships moved the same speed), and the designers intended you to be able to do a lot more different kinds of missions. A very similar game, EV Nova, had bounty missions, passenger transportation (legal and illegal), cargo smuggling, scientific expeditions, rescuing stranded ship crews (some of which were pirate ambushes), weapons testing for unscrupulous corporations, diplomatic missions, big game hunting, and a bunch of others.

      For a really good procedurally-generated game, my vote is for nethack.

  45. Manuals are $20 extra by Facekhan · · Score: 1

    In the early days of unnofficial strategy guides, they were actually really cool and helpful. I stopped buying them a few years ago because effectively they became the manual that should be included with the game and they lost the point of view of the player and became much more manual-ish. If I played RPG's I would probably still buy them but for RTS and FPS games, they stopped being worth the money and I hate to reward the complete absence of a good manual by sending the publisher an extra $20.

  46. I don't like 'em by steveo777 · · Score: 1
    I agree. They seem to make games a bit tougher. Especially if game creators are sitting there trying to write puzzles, or incorporate some mechanics of a game and they know that the players can easily grab a book and find out exactly what to do. I find it pretty frusterating too. Because that's when the designers increase the grind. Now you have to defeat ultra bosses or grind for hours to get an upgrade that really won't be usefull at that point.

    I usually stay away from any strategy guides unless I've really messed something up or it's my second or third time through a game. Mostly because at that point they help you find the things that you'd never think to look for. A lot of the time there will be obscure hints about an extra, but often there aren't even hints.

    --
    This sig isn't original enough, it's time to come up with something witty...
  47. Toy Story 2 by Iron+Condor · · Score: 2, Interesting

    Y'now: pixar made a movie about how you had to buy the book to beat Zurg. Since when is something news that was mainsteam entertainment years ago?

    --
    We're all born with nothing.
    If you die in debt, you're ahead.
  48. Strategy guides are a source of profit by Astarica · · Score: 2, Interesting
    Final Fantasy 9, which was released in Japan with no strategy guides because Square was experimenting with their PlayOnline system which is basically a strategy guide online for FF9 at that point, and later Square blamed the lack of strategy guides as the reason for poor sales of FF9. Now of course there could be any number of reasons why FF9 sold less than any other FF, but this is about as close you can get to a controlled sample (most FFs sold awfully similar numbers) since it just isn't possible to release the game without a strategy guide, observe what happens, and then do over.

    Developers didn't really catch on the fact that strategy guides help sell games while generating a tidy profit themselves, but once they do, it is obvious that you must make your game hard/obscure enough for people to be buying the strategy guides. I don't like this game design because it's introducing complexity/difficulty for the sake of just doing it (to the players, anyway). Though with the availability of sites such as gamefaqs.com, at least you have a free way out of this mess.

    1. Re:Strategy guides are a source of profit by geminidomino · · Score: 1

      Actually, there was an FF9 guide. It was essentially just an index to the playonline site, but they still charged $20 for it, so Square was FOS on that one.

  49. Oblivion by MrWhitefolkz · · Score: 1

    Only time in my life I've bought a Strategy Guide. Yes you can use gamefaqs.com, but its much easier to have everything you need in one guide when it comes to games as complex as Oblivion...

  50. Nice going, bastards by diamondsw · · Score: 0

    Instead of coralizing the link or otherwise using a service that's designed to mirror a page and handle huge load, you just sent all of your traffic to the Web Archive Project, and used a freaking PDF to boot. Thanks for killing off a useful service for your damn article.

    --
    I don't know what kind of crack I was on, but I suspect it was decaf.
  51. Gamesguides killed the Schizm. by Anonymous Coward · · Score: 0

    Try Schizm:Mysterious Journey without a guide. You'll be bald in no time.

  52. Final Fantasy? Wha? by Sage+Gaspar · · Score: 1

    Ya know I always find a strategy guide for things like Final Fantasy just because some puzzles are just ridiculous and I have no interest in trial & erroring for an hour when I'd rather kill monsters.

    Are we talking about the same Final Fantasy? Because if you're playing for the combat and you think the "puzzles" are difficult... I think you're probably in a minority :P

  53. Just my thoughts by Anonymous Coward · · Score: 0

    I got the guide for Dngeon Keeper. The first half of the book, telling me about the abilities of the monsters was actually damn helpful: I could work out what strategies ought to work.

    The second half of the book was bad because it told me the full maps. And, apart from using it the second time through to find all the bonuses, I didn't need it.

    In several cases, more info than you get is necessary, but strategy guides go too far.

    If I get cheats, I prefer to get them online: the effort of getting them stopped me going on there until really stuck.

  54. "My Brain Age Was 24" by Anonymous Coward · · Score: 0

    I've searched the PDF and I can't find the "from the article" text cited. The closest I could find was this lead-in to another story, searching for "strategy guide"; "typo" came up with nothing. I can only assume it is embedded content in a form not readable or searchable by my version of Acrobat (x86 linux 5.0.10 Nov 8 2004).

    And yet still I went to the trouble to fix the dropped ff's and fi's, apostophes, quotation marks, em dashes, italics and emphasis.

    MY BRAIN AGE WAS 24
    The Editor Pwns You!
    by Code Monkey

    I must admit that I am hooked on thinking games. I am not sure what draws me to them, but puzzles and thinking games are indeed entertaining and valuable tools. I'll admit it, I really suck at math. My wife destroys me in the Brain Age calculation tests. I do not remember the last time I needed to actually remember my multiplication tables until now. What used to be boring school studies of 6x8, 7x4, and 12x5 have become a "game" to me. Perhaps I find this enjoyable because of the challenge and I feel that perhaps it might just kick my brain into shape.

    It's not that I'm lazy, Bob, it s that I just don't care. A great Office Space quote which rings true more often than not. Until now, I never really cared to remember how to add, subtract, multiply, and divide -- that's what computers are for, right? Well I'm pleased to say that I had a brain age of 24 according to Nintendo's Brain Age for the DS. Unfortunately, I was only able to be smart for one day. My age has gone up since. For those that have no idea what I'm talking about, Brain Age ranks your brain based on tests and having an age of 20 is the best you can get. I wasn't too far off. Now I must practice each night to try to beat my prior Brain Age score and reach 20. Holy crap, I m doing homework for fun.

    There are many interesting games out there for a good price, which will challenge your thinking skills and keep you on your toes. You are getting older, and with age come pains and flabby brains. Don't let this happen to you. Take a twenty dollar bill you might normally spend on Pizza or a Calzone and get Brain Age, Big Brain Academy, Sodoku for the DS. If you're a PC gamer, you can download Word Harmony or Bookworm from PopCap Games and whip your brain into action.

    Many puzzle games can also help to keep you on your toes. I've found challenge in many varying puzzle game genres. You can even stretch the truth and call games that require extensive thinking like Oblivion a puzzle game. Many RPG's incorporate puzzles into quest scenarios to increase the difficulty and make the rewards a higher value. However, with strategy guides and the Internet it is easy to just call it "impossible" and look up the answer. I challenge you to put that guide book away and do it the hard way, just as you did back in high school (when you weren't smoking up in the bathroom). Granted, if someone asks what you re playing you may not want to say "a puzzle game" if you're truly playing Oblivion. Just tell them you re playing an RPG. For a true experience, Tetris on the DS and Hexic HD on the 360 are a few well designed puzzle games.

    This issue attempts to bring you closer to the heart of Mario. With a recent release of New Super Mario Brothers for the Nintendo DS and the hype over Mario Galaxy for the Wii, I think it is time to reflect on our past. That's the 2old2play way of doing things, and this month I've written a slightly "made up" version of Mario's history dubbed "The 2O2P True Hollywood Story: Mario." After watching the biography of Johnny Depp on the Biography channel, I thought to myself (being the geek that I am) "I wonder what Mario's life would be like." Therefore, in true geek fashion, I decided to bring Mario to life and see what a popular star of video games would be like.

    I hope you enjoy the issue. This was a very trying month for many of us due to family vacations, summer-time fever and my Oblivion addiction.

    Thanks,

    Derrick Schommer (CodeMonkey) [level 20 battlemage]

    editor@2old2play.com

  55. Correlation/Causality fallacy by xPsi · · Score: 1
    What we have here is a fairly classic causal vs. correlation fallacy. The author of TFA notices a correlation and assumes a causal relation. But why not consider that there is a common underlying mechanism for both? Or that the causality is the converse? While the author's hypothesis is fine, he/she doesn't really support it with meaningful data. It is, as the author put it, "a rambling explaination" not a real argument. It is "opinion driven argumentation" for something that one could actually try and support wtih real data. It would take a much more careful analysis to determine the real relationship.

    In short, from TFA, it isn't clear to me that the existence of more strategy guides is causing more complex games any more than the converse. The article could be titled "How Gaming Affected Strategy Guides" with only minor change of text.

    --
    i\hbar\dot{\psi}=\hat{H}\psi
  56. Thought is highly overrated by StikyPad · · Score: 1

    I have no interest in trial & erroring for an hour when I'd rather kill monsters.

    Translation: I have no interest in actually solving puzzles when I could be hitting repetitive button sequences, with little or no thought given to the process, until I'm rewarded with a fanfare and an animation of something fading out of existance.

    Da da da da.. da.. da.. da-da daaa!

    1. Re:Thought is highly overrated by MikeBabcock · · Score: 1

      In many cases, they aren't puzzles; they're just bonuses for people who do wierd things like managing to avoid 200 lightning strikes in a row.

      Some are like puzzles ... "how come I can only do 9999 damage, I wonder if I can do something about it" ... but its not like there's a single hint in FFX to tell you to go out and collect items and bring them back to the big glowing thingy.

      --
      - Michael T. Babcock (Yes, I blog)
    2. Re:Thought is highly overrated by beaverfever · · Score: 1

      Incidences of having to endlessly go through trial and error has nothing to do with solving puzzles. I am all for having puzzles in games, but there should also be some flexibility at times.

      Having a solution with no clues how to find it is not a puzzle, it's an exercise in frustration.

      An example is the ridiculous training parachute drop in the America's Army game; without completing the training, the game was restricted. Completing this training involved a squence of looking one way, looking another, doing this and that which was really not at all logical or indicated in the preliminary training, and a lot of people (including myself) had trouble with this.

      Sometimes I believe that some game developers do not consider that people will derive more enjoyment from games if they have a sense of reward and accomplishment from solving a puzzle, rather than a sense of relief that a ponderous chore has finally been completed. If too many games have too many dreary chores to complete, then where is the fun in gaming?

  57. I remember when... by DragonWriter · · Score: 4, Informative

    ...most games came with books the size, or at least information content, of most modern "strategy guides". They were called "manuals", and took up the space inside of the box instead of just having a disk and a cardboard insert.

    For many games, the separation of what used to be expected in a robust manual into a separate "strategy guide" with the manual, if any, included with the game often little more than a basic introduction to the UI seems to be more of a way of restricting nominal price increases (as more of the work and cost is separated out into a different product) and narrowing the manufacturer's activities to their core competencies, than an excuse for making games more complex.

    Sure, games are more complex, because newer computers can handle more complex games, and there is a market for them to fill. But its not strategy guides that have caused this,

    1. Re:I remember when... by GreyKnight · · Score: 1
      ...most games came with books the size, or at least information content, of most modern "strategy guides". They were called "manuals", and took up the space inside of the box instead of just having a disk and a cardboard insert.

      You said it. The old SNES version of FFIV (released as FF2), came with a 74 page manual, replete with detailed weapon and magic lists, and a walkthrough covering the first third of the game. You want to look something up? There it is. Rather work through it on your own? That's fine too.

      In contrast, FFX has 24 pages of boilerplate, and compensates for this by providing in-game, non-skippable tutorials. (It doesn't matter if this is your twentieth time through, Lulu is still going to teach you how to use magic.)
  58. Author is so wrong. by kahrytan · · Score: 1


      I use strategy guides (aka walkthroughs) because the game is to hard on my own. I am not as good as others. This why I don't play online.

    --
    \
    1. Re:Author is so wrong. by rholland356 · · Score: 1

      Even better! I watch Google videos of the games being played by show-offs and that saves me time and the expense of purchasing the game.

  59. Harder? by f4hy · · Score: 1

    I belive that games have become easier over the years. Games like contra would be a chanlenge every step of the way. Strategy guides were created to allow games to appeal to the mass market rather than gamers who were willing to put in the effort to beat the games or solve te riddles. It seems to me gaming companies have caught on and made a majorty of games that require time but very little skill to "beat" the game in order to appeal to a larger market. In the past only players who were good a specific game could beat it however today it is expected that everyone who owns the game should be able to beat it.

    1. Re:Harder? by SanityInAnarchy · · Score: 1

      That's fair. While I appreciate a challenge, not being able to beat a game -- especially a game with a decent plot -- will usually mean I don't want to buy that game (or genre). Example: Midnight Club II. Either I suck at driving games, or other people find it fun to play a particular race 30, 40, even 50 times to get it just right. And no saving mid-race, of course -- you have to get the entire race just right from the beginning.

      --
      Don't thank God, thank a doctor!
    2. Re:Harder? by hords · · Score: 1

      Man, I remember Shadow of the Beast for the Amiga. Hats off to anyone who beat that game without cheating. The graphics and music would keep me coming back for more even though I didn't last long. And Ghosts & Gobblins was a really tough game too. There were many, many older games that were very difficult. It seems like most games are easier now-a-days compared to back then. I think many game developers actually try to make the games easy enough that more people can enjoy it. How many older games even had in-game tutorials?

  60. Re:I think I'm intelligent but not really sure by skoaldipper · · Score: 0

    smart and mis-spelled? What prize do I get for the not so obvious missing hyphen?

    --
    I hope, when they die, cartoon characters have to answer for their sins.
  61. And "Dummies" books have created harder apps by Animats · · Score: 2, Insightful

    Similarly, all those "Dummies" books have allowed applications to become not only more complex, but less obvious. On the original Macintosh, all functions were accessable from menus. Now it's considered acceptable to have functions you can only reach from some wierd key combo, one not necessarily easy to find out about.

    Now every application seems to have an associated thousand-page book full of rituals and taboos. (Many such books are reviewed favorably on Slashdot. But I digress.) The "menu system" for many applications now consists of 1) look up how to do it in strategy guide, 2) follow button-pushing recipe blindly. Buy the book and learn how to add footnotes to your documents!

    Even Web sites now have books. There's Google for Dummies. Then there's Building Your Business with Google for Dummies, which is apparently about search engine "optimization". There's MSN for Dummies, AOL for Dummies (of course), Yahoo for Dummies, eBay for Dummies, and Myspace for Dummies. Remember when web site navigation was supposed to be self-explanatory?

    What went wrong?

    1. Re:And "Dummies" books have created harder apps by DragonWriter · · Score: 1
      On the original Macintosh, all functions were accessable from menus. Now it's considered acceptable to have functions you can only reach from some wierd key combo, one not necessarily easy to find out about.


      PC (and other) software frequently used to be like what you complain about as if it were "new" even before there was a Macintosh. And, even though—influenced by the Mac—most PC software that survived eventually grew pretty GUI menus and toolbars and gizmos and gadgets you could click with a mouse, weird key combinations just never died off. They weren't created by third-party documentation, they've always been there.
    2. Re:And "Dummies" books have created harder apps by SanityInAnarchy · · Score: 1

      Either you're sarcastic, or you're just bad at GUIs. I can understand "Linux for Dummies" or "Commandline for Dummies". But "Google for Dummies"?

      All that went wrong is that there are now more dummies, period (proof: 2004 re-election), and more dummies using more computers (and games), more often.

      --
      Don't thank God, thank a doctor!
  62. More difficult yes. But than what? by kinglink · · Score: 1

    Go play an atari 2600 game and tell me that games today are more difficult? Go on I'll wait.

    Thanks for coming back. Atari and NES games were by far the most difficult games ever made, but the fact is they weren't extremely good games, there were a great deal of great games there but what made them great is unique ways of playing them.

    What really pisses me off however isn't strategy guides, or hint books, but people who buy the strategies immediatly when they buy the game? I bought the oblivion strategy guide just because of the beautiful look to the guide. I never cracked it open. I like the optimal experience from these games and that means no strategy guides for me.

    The fact is that even when a game doesn't need a strategy guide or really can't use one, someone will write one to make money off of it. The simple fact is unless you don't have the internet you don't need a strategy guide. Gamefaqs has had great guides, granted the 360 guides are lacking since people don't seem to be writing them as fast (not that there's a huge need for it) but stil shouldn't gaming be a collective thing, and an optional thing? If I want to play Saints row (my company makes it so I decided to use that and it's new) legit and beat it all myself that's great, I love it, but at the same time if I want to play saint's row and get help from friends and use any hints I can I should be allowed to do that also. The simple fact is that game developers knows there's no such thing as a perfect secret. We can't stop you from figuring out a hint and telling a friend and we don't want to. But at the same time people should at least be smart enough not to spoil other people from our big secrets unless it's an honest mistake. Of course that never happens, some people just try to be spoilers.

    We don't care why you bought the game, to cheat the hell out of it or to just play it as you want. Game companies want sales so no one is going to make it impossible for one group to play the game how they want. But to put it simply, strategy guides don't make harder games. Gamers asking for harder games makes harder games (and guess what we're still asking for them)

  63. Retail stores & people w/ ADHD are also to bla by HiVizDiver · · Score: 1

    I remember a few years back, I bought some PC game I don't recall right now. The salesclerk then proceeded to hawk the official strategy guide for the game. Told me I'd get 20% off if I bought it with the game. When I rejected their offer, he then proceeded to tell me that if I brought my receipt back within 7 days of purchase, he'd still give me 20% off the strategy guide if I bought it.

    I couldn't believe that it had come to that: People are so unwilling to play a game and enjoy the experience, that they buy the strategy guide WITH THE FREAKIN' GAME. I could see after a month or so (hell, a few weeks even) and you're stuck, wanting to get some hints on how to proceed. I've had that happen a few times. Prince of Persia (1st one, Xbox) comes to mind - that stupid elevator fight that I never DID get past. However, to resign oneself that you were going to need it right from the moment you opened the box baffled me. And the fact that the retail outlets were encouraging that stunned me even more. Then, of course, it hit me - they probably make some large profit on the strategy guide, why else would they push them SO HARD.

    I also realized that I know people who have caused this - a guy I know will not buy a game without also plunking down the extra $16 ($20 - 20%) for the strategy guide. It isn't even a conscious thought with him anymore. I guess the object is to blast through the game and do it as "perfectly" as possible as quickly as you can, so that you can go on to the next $50 game (+$16 strategy guide). I don't get it.

  64. Final Fantasy by Fear+the+Clam · · Score: 1

    Yeah, yeah, yeah. They call it Final Fantasy but there's always another feckin' version coming out.

  65. Re:Retail stores & people w/ ADHD are also to by DragonWriter · · Score: 1
    I couldn't believe that it had come to that: People are so unwilling to play a game and enjoy the experience, that they buy the strategy guide WITH THE FREAKIN' GAME.


    I've come to learn that, with certain kinds of games, what I used to expect in a manual will be found in the Strategy Guide.

    So I tend to buy the Strategy Guide with those kinds of games when I buy them. Now, I'm not talking about "puzzle" games, but things like The Sims.

    I guess the object is to blast through the game and do it as "perfectly" as possible as quickly as you can, so that you can go on to the next $50 game (+$16 strategy guide).


    Certainly not with me; if its not still worth playing a game for at least a couple years after I bought it, I don't consider it to have been a good purchase in the first place.
  66. Not so much a bad thing by arodland · · Score: 1

    I enjoy the fact that games are full of deep arcana, that if I find a game interesting enough to get me properly hooked, then I can play hours of content that other people don't even need to bother with. The one danger of this, though, is that if your extra power-gaming sidequests are going to have any cohesion at all, then they need to be backed by story. And if you write a game that has completely optional pieces of story, then there's the danger that you'll end up with a game that seems half-finished to people who don't play (or aren't aware of) the optional bits. Of relevance to the summary, Final Fantasy VI, VII, and X, while respectable stories in themselves, all contain "important" backstory within well-hidden sidequests. X has quite a bit of it, in fact.

  67. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  68. friend test by Anonymous Coward · · Score: 0

    you could always tell who played Contra alone and who played w/ friends b/c of the addition of 'select' in the cheat code

  69. Definitely something I've noticed for a while by osgeek · · Score: 2, Interesting

    Look at how it affects MMORPGs. WoW is a no-brainer, sure; but making puzzle solutions so spelled-out for the user takes a lot of the fun out of solving difficult them.

    One of the things that I kind of liked about EQ, was the fact that there were really tough puzzles where you could accidentally sacrifice some hard-won quest item if you didn't know what you were doing. Unfortuntately, after the first generation solves a puzzle, they post it on the Internet then it's easy for people after them. To compensate, EQ cranks down the drop rate for key quest items or they make the quests so unbelievably complicated. Imagine instead if information were much more limited.

    Imagine if you and maybe just your guild had to figure out how to solve certain problems that were different from what everyone else was solving. Then, game makers could feel comfortable in making puzzles that teased your brain a bit, but weren't so ridiculously hard to make up for the Internet effect.

    1. Re:Definitely something I've noticed for a while by madeye+the+younger · · Score: 1

      >>Imagine if you and maybe just your guild had to figure out how to solve certain problems that were different from what everyone else was solving.>>

      Sounds quite a bit like what Turbine did with Asherons Call spell research. The AC community's herculean response to decipher the system and automate the process speaks loudly about how well that was received by the *majority*. Yes, a significant number of people really liked it, but as soon as the spell utilities hit the web the masses couldn't download them fast enough.

      I was one of them, I glean no joy from traversing permutations. That which can be automated, should be...

  70. Follow the movie tie-ins? by Anonymous Coward · · Score: 0

    "The trend in video games is to make them into an interactive movie."

    Chronicles of Riddick: Escape from Butcher Bay wasn't an interactive movie, even though it got it's start on the Xbox.

  71. It's the fans by strider2k · · Score: 1

    Strategy guides didn't pave the way for more difficult games. It was the fans. With fans often bragging beating games in 1 or 2 days (or even hours), the developers make mental notes that the game isn't challenging enough or the developers are secretly collaborating with Brady and other strategy publishers for profits. Assuming the former is true, developers would add more levels or make the game world larger which requires $$$ and man hours. Or, they could simply add tedious puzzles which take less man hours and $$$ and force the users (the fans) to spend hours solving it.

    Here's my personal experiences growing up. Battletoads was probably the only game my 2 brothers and I couldn't finish while renting it. From what I recall, every game we rented was conquered. 40+ hour rpgs like Chrono Trigger, FF6, UW: New Horizons (rented 4x to beat all 6 chars), and OGRE BATTLE 5 was conquered within the 3 day timeframe. Usually we took 2 days. It required rotation of brothers playing the games and/or doing the chores like dishes and lawn. Of course, I could have done it myself but with 2 brothers, 1 NES/SNES, we had to fight for time.

    One nuisance with puzzles was with Lufia for the SNES. There was a puzzle where you had to press 4 buttons in a certain order and if you messed up, you had to fight a random encounter. Then, you had to leave the room and re-enter to reset the puzzle. With no hints, that puzzle took almost an hour using trial-and-error. It was back in the day, so either we were too poor to buy a strategy guide or the internet wasn't as big as it is now (gamefaqs would save the headache). This 1 memory alone made me believe in the strategy guide conspiracy.

    --
    Every geek has some sort of website, programming or computer project. Here's mine: www.youtasteit.com . What's yours?
  72. Re:I think I'm intelligent but not really sure by Anonymous Coward · · Score: 0

    "misspelled" does not require a hyphen.

  73. Perhaps that's how consoles are going by Sycraft-fu · · Score: 2, Informative

    But certainly not all games. For a counter example, well just look at what is either on it's way to, or already the most profitable game of all time: World of Warcraft (pulling over $1 billion/year and rising). The game is anything but simple. It's easy in the sense that it doesn't ever really punish you for failure, you don't die for good or anything, but it's not at all simple and can be very challenging to achieve many things.

    Perhaps it's just more of a PC gamer thing, but I can think of plenty of hit PC games (say The Sims) which are quite complex and certainly aren't interactive movies.

    1. Re:Perhaps that's how consoles are going by cgenman · · Score: 1

      But certainly not all games. For a counter example, well just look at what is either on it's way to, or already the most profitable game of all time: World of Warcraft (pulling over $1 billion/year and rising). The game is anything but simple.

      You're kidding, right? I mean, it's not tetris simple, but it's wander-from-place-to-place-kill-anything-that-move s-for-gold simple. It's certainly not 5,000 hours of gameplay complex, but most mid-90's offline RPG's rival it for actual complexity. Just look at the quest system.

      WoW IS simplified from a lot of what is out there. That's why it took off.

    2. Re:Perhaps that's how consoles are going by Sycraft-fu · · Score: 1

      Complexity isn't in having a to-hit system that requires a math degree to understand. Complexity is in the richness of the game, the variation in what there is to do and how it's done. Sure, old school RPGs are mathematically complex, but that isn't what I'm talking about. I'm talking about game complexity. I'm talking about things like coordinating 40 people for a complex battle, I'm talking about squaring off against other players. I'm talking about having a richly varied universe to play around in.

      They've got plenty of content that's straight forward, but don't tell me it's all simple if you haven't tried out Naxxramus.

    3. Re:Perhaps that's how consoles are going by masklinn · · Score: 2, Insightful

      WTF? EQ at it's starting point was way harder than WoW will ever be for the "Joe Blow" player. I don't know for high-end raids though. Anyway, MMORPGs are usually not "hard" (unless you're trying things you're somehow "not supposed to do", such as trying to beat raid-level mobs alone or with a single group, or a pair of friends), they're time-consuming, that's very different

      --
      "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
    4. Re:Perhaps that's how consoles are going by masklinn · · Score: 2, Insightful

      Except TFA isn't about complexity, it's about difficulty. Oblivion is arguably extremely complex, but I'd have a hard time hearing that it's difficult.

      --
      "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
    5. Re:Perhaps that's how consoles are going by cgenman · · Score: 1

      I'm talking about game complexity. I'm talking about things like coordinating 40 people for a complex battle, I'm talking about squaring off against other players. I'm talking about having a richly varied universe to play around in.

      Fought in any MUD's lately?

  74. Need some help getting down off that horse? by Babbster · · Score: 1

    By the tone of your post, one would think that people "cheating" their way through games was causing you some sort of pain. If so, I recommend Tylenol, though not if you have any liver problems. I'd also recommend not taking it with alcohol, but I suspect you're drunk enough on your own importance that you don't need further inebriation.

    1) Some people do like "blasting" through a game fast with the use of a strategy guide. If that's their thing, I say go to it.
    2) Some people use the actual "strategy" portions of a strategy guide (most have them) in order to figure things out that the modern, anemic game manual doesn't tell them.
    3) Still other people buy a strategy guide so that if they're stuck on a game for an hour or more and can't figure out what the hell they're supposed to do next, they won't have to make another run to the store to buy the guide they could have bought while they were there the first time.
    4) Finally, some people know that they're going to want the strategy guide so that they can do all the weird crap that they missed their first time through, and they buy it with the game so that they can get the discount that you described.

    Personally, I fall into categories 3 and 4 (plus, in some games a big map - provided with most strategy guides - is very nice to have) and, every once in a while, I buy a strategy guide along with the game, especially if I get a deal on the combo.

    As a final note, retailers encourage the purchase of game guides because they have a much higher profit margin than videogames (especially console games). It's no different than the old "Do you want fries with that?" ditty, and if that still annoys you then you should probably consider psychiatric drugs in addition to the Tylenol I recommended above...

    1. Re:Need some help getting down off that horse? by HiVizDiver · · Score: 1

      Well, it looks like I managed to piss you off enough, want to share the drugs?

      You had at least two choices, one of which was to realize that I don't know you from a hole in the wall, and ignore my post, or the other, which was to take personal offense to what I observed and reported at the local game shop and in the people I know, and pepper an otherwise thoughtful (insightful?) post with some bizarre references to medications.

    2. Re:Need some help getting down off that horse? by Babbster · · Score: 1

      The short answer to the question you didn't ask is that I found your post inflammatory (not personally offensive) and decided to respond like an A-hole - it's just who I am... :)

  75. Step 2 by Prien715 · · Score: 1

    The second step I would say is to create interesting AI personalities. If the AI is able to "act" effectively, you can create a storyline.

    See Civ 4 for example. It's possible to talk about religious wars, grudges, xenophobia, and tributes without needing to refer to a static storyline.

    If there were events going on in the background and each AI agent were to react to events, it would be possible to create an interesting RPG sans storyline writers. (This is personal interest of mine, and I'd love to write it someday).

    --
    -- Political fascism requires a Fuhrer.
  76. KOTOR is possible no matter what by Sycraft-fu · · Score: 2, Informative

    If you lack a force power to deal with the Jedi in the tubes (I'm guessing that's what you mean) it just takes a lot longer. Just keep beating Malak's ass until he runs out of Jedi. There's a reason the game throws an almost never ending supply of life support packs at you in the final level. Besides, if you didn't buy ANY of the powers that would work (Force Breach, Lightsaber Throw, Shock, Drain Life, and Force Push all work) you should have sufficient points spent in other powers like Heal, Force Immunity, Master Speed, etc that you can do a good hold and engage kind of battle and wear him down while you keep yourself up.

  77. Ninja Gaiden one button??? by Damvan · · Score: 1

    I know you are trying to sound cool and all with that leet Gametester job, but you are high if you think NG is a one button mash fest. Basically, leads me to believe you are making it all up. Good try though.

    For others reading, Ninja Gaiden is throw the controller through the TV, ass-raping HARD.

    1. Re:Ninja Gaiden one button??? by Anonymous Coward · · Score: 0

      Like most games of its ilk, it's only hard because it's unfair. Throw a bunch of enemies at you and then saddle you with a shitty camera angle so you can't see where half of them are (just check out first encounter with the samurai on horseback). Yay, fun.

      Doing this to a player only makes it obvious that the enemy AI is sub-par and in order to make it difficult, artificial limitations have been placed upon you instead.

      My idea of a challenging game does not involve rote memorization of where each enemy will appear and the exact combo with which to dispatch them.

  78. It is this simple... by walnutmon · · Score: 1

    Walk into the forest, and take some honey. Now place this honey on the ground, and place a golden coin in the honey. Now when the little munchkin runs out and tries to take the coin, he is stuck. NOW you can finally interact with the little bastard. How did you not figure that one out?

    Just playing with you Sierra, you know I love you.

    --
    You take it, I don't want it...
    1. Re:It is this simple... by Macgrrl · · Score: 1

      How to get the Babel Fish:

      Press dispenser button

      Put robe on hook

      Press dispenser button

      Put towel on drain

      Press dispenser button

      Put satchel in fron of hatch

      Press dispenser button

      Put mail on satchel

      Press dispenser button

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
  79. Re:More difficult yes. But than what? by walnutmon · · Score: 1

    I bought the oblivion strategy guide just because of the beautiful look to the guide. I never cracked it open.

    A well informed finacial decision.

    --
    You take it, I don't want it...
  80. I don't agree by drewmca · · Score: 1

    A lot of games are getting simpler, at least on consoles. Or at least easier to figure out how to play. Compare instruction manuals today to those from even 5 or 6 years ago. The instructions used to be mini-books, now they're just pamphlets with 2 or 3 pages of useful information. Look at the Madden manual from this year: 4 pages. So many games are either simpler or incorporate detailed tutorials these days that long instruction books are just being treated as a cost. Of course I find this appalling, since I so enjoy reading a good instruction manual while on the toilet.

  81. paying for strategy guides? why?!? by Anonymous Coward · · Score: 0

    I don't see what all the fuss is about. There must be a lot of people here who have missed the revolution that was the Internet.

    Why buy a strategy guide when you can go to gamefaqs.com or any one of hundreds of fan sites and download walkthroughs, strategy guides and modifications that will enhance your gaming experience much, much more than the $20 book EB tries to foist on you?

  82. Re:Retail stores & people w/ ADHD are also to by IAmGarethAdams · · Score: 1
    Prince of Persia (1st one, Xbox) comes to mind

    The 1st Prince of Persia was released many, many years before the Xbox was concieved
  83. Screw game guides! by Techiegeeks · · Score: 1

    Just got to gamefaqs.com. They're free.

  84. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  85. Racing Games by funkdancer · · Score: 1

    Quick, somebody please post an online racing game strategy guide so that I can win all my races in Live for Speed.

    Excuse me for not holding my breath. Real life race strategy books seem to be the best alternative here; I'm so glad to have found a PC title that uses real world skills in such a fashion.

    --
    ISO certified == THX certified
    1. Re:Racing Games by geminidomino · · Score: 1

      I don't know about Live for Speed, but apparently there's only one strategy for Super Mario Kart DS:

      Skid-burst constantly, even on straightaways, like a little whore.

      Nintendo really needs to add a "forfeit" menu option so you can just take your loss instead of having to sit through 4 races with these people.

    2. Re:Racing Games by BenjyD · · Score: 1

      Even more annoying, the snakers always seem to vote for Figure-8 circuit, the most boring track in the game. Nintendo should definitely have added some kind of way of limiting boosting, maybe have some limited boost fuel which recharges?

  86. Re:I think I'm intelligent but not really sure by CaptainCheese · · Score: 1

    The beauty of the internet is that you can hyphen-ate any pre-fix, suf-fix or compound word...

    Incidentally, I prefer "misspelt."

    --
    -- .sigs are a waste of data...turn them off...
  87. One Word: Suikoden... by 7Prime · · Score: 1

    I just finished playing through Suikoden V—superb game, btw. But for everyone who doesn't know the series, each game contains 108 playable characters (characters you can put in your main party, entourage party, or live in your home base and serve a purpose). Collecting them can be as simple as just walking up to them at any time, and talking with them... or it can be as complex as having gotten another character, followed by another character, and then talking to another character 5 times, once each after a major event happens, and then you have to go to a certain room at a certain point in the game, and you'll get them. Even one of the biggest side characters, who actually appears in the plotline and has one of the greatest backstories (the detective and his crew), requires talking with him 5 times, once after each main event... and there are only 6 major events in the phase alotted.

    Getting the ending in which something terrible DOESN'T happen at the end (I'm not spoiling it), requires getting ALL 108 characters. I played the game WITH the guide, determined to get all 108... but I was only able to get 105: one mysteriously DIED during a fight sequence, another was tagging along with her, so he left, and a third I couldn't get due to a glitch in the game! This is the second game in the series I've played, but from what I've heard, ALL of them are insane to complete 108 with. I logged 115 hours on the thing on my first time through, it's a LONG game. Huge commitment, but one of the best (if not THE best) RPGs for the PS2.

    After that, I'm replaying Zelda: Wind Waker... a series that's known for having some really tricky and brain twisting puzzles, even when replaying them... and yet somehow, I'm not feeling as aggrivated as I once did.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  88. Smash Bros. by tepples · · Score: 1
    strategy guides for fighting games just make sense. How else are you supposed to learn all the moves let alone remember them?

    By mapping each character's special moves to the same buttons. The Smash Bros. series does a very good job of this.

  89. Re:Retail stores & people w/ ADHD are also to by HiVizDiver · · Score: 1

    *sigh*

    Replace "," with "for". Happy?

  90. The reason for thinner manuals by McFadden · · Score: 1
    most games came with books the size, or at least information content, of most modern "strategy guides". They were called "manuals", and took up the space inside of the box instead of just having a disk and a cardboard insert.

    I agree and disagree. Yes, manuals have become thinner than they used to be, but there has been a marked moved in recent years towards "training levels" within the game itself where you are guided through the main functions of the game and its UI while actually enjoying the game experience. I think this has little to do with separating this material off into a strategy guide. It's because game manufacturers understand that the majority of gamers (particularly the teen and younger variety) simply don't have the patience to read through a thick manual before they get to grips with the game itself, and want to dive straight into the action, the moment the plastic wrapper comes off.
    1. Re:The reason for thinner manuals by DragonWriter · · Score: 1
      Yes, manuals have become thinner than they used to be, but there has been a marked moved in recent years towards "training levels" within the game itself where you are guided through the main functions of the game and its UI while actually enjoying the game experience.


      Yeah, and I've found that they are far less useful than the manuals used to be, in many cases. Though, of course, they require less literacy and therefore broaden the market that can be reached. I understand the marketing value, but its a loss for me.
  91. Games should be kept simple by Anonymous Coward · · Score: 0

    That's why I only play shmups.

  92. Manuals by Anonymous Coward · · Score: 0

    I still think that part of the reason the Diablo games have done so well is because of the wonderful manual that came with the original Diablo.

    That wasn't a manual, it was a book. And a good one at that. I always read the manual and that one had me creeped out before I ever installed the damn game.

  93. Re:Retail stores & people w/ ADHD are also to by Anonymous Coward · · Score: 0

    And yet it's a hidden unlockable in The Sands of Time! Guess how I knew that? It starts with "Strategy" and ends in "Guide".

    Go figure, huh?

  94. Re:Classmates by geminidomino · · Score: 1

    Socialization wasn't encouraged or facilitated.


    But but but... school's not about learning academics! It's about learning to socialize! Just ask all the anti-homeschool crowd.
  95. Have you read a "strategy guide"? by SanityInAnarchy · · Score: 1

    I don't think they are actually manuals. Most of the ones I've seen are walkthroughs, and they include information on how to find various secrets, what the correct way through this area is, and so on. And strategy. The ones I've seen spend maybe 2 pages on the controls and basic gameplay -- the same kind of stuff you'll probably learn on your own with an in-game tutorial level.

    I have seen some recent games with incredibly thick manuals -- Final Fantasy XI, for one -- because the game itself was way too complex in how it handled some simple things. Took me long enough just to get the hang of moving around. But in the same genre, there are also games like Nexus TK, which requires memorizing quite a few keystrokes to be reasonably competent. More can be done with the mouse now, but you don't want to be using the mouse in the heat of battle. I'd have appreciated a manual here, except that I was taught by my roommate -- so, Nexus doesn't need a manual, because if you can make it through the training area, you'll find plenty of people willing to help you, especially because there's an in-game reward for helping newbies.

    --
    Don't thank God, thank a doctor!
    1. Re:Have you read a "strategy guide"? by DragonWriter · · Score: 1
      Most of the ones I've seen are walkthroughs


      This suggests that the ones you've seen are for games where a "walkthrough" is even a viable concept. That's not the kind of game I generally play, and very much not the kind of game I was talking about when I referred to games like The Sims.
  96. Author is fodder for missionaries by macraig · · Score: 1

    With bizarre logic like that which he parades around in his article, you can bet that the author is also so unerringly objective that he believes in the Tooth Fairy and Santa and a whole pantheon of other improbable things... simply because believing it makes him feel special.

    As the author admits, strat guides have been around almost as long as computer-based games. However, the simplest answer is almost always the correct one, just as water follows paths of least resistance: strategy guides got more complex because the games themselves became more complex, driven purely by consumer demand for uniqueness and avoidance of boredom. There's no conspiracy here between strat guide authors and game developers (well, maybe there is a conspiracy, but not this sort).

    Game developers like to do what game developers do best: design games that challenge people. The bar gets raised every time an existing game becomes routinely easy. Strat guide authors like to do what they do best: ride the coattails of the game developers making piles of cash from impatient dupes from whom said cash is easily parted.

    Snakemeister should have selected his SECOND, alternate topic and written about that instead.

  97. Boss battles by payndz · · Score: 1

    The only strategy guide I've ever paid money for was the GTA: San Andreas one. Not because the game's complicated (gameplay is for all intents and purposes the same as the previous ones, with some new vehicles and tricks) but because it's so frickin' big. (And the guide is still full of mistakes - try finding all the horseshoes in Las Venturas using the map in the book and you'll be searching until the end of time.)

    For everything else, there's Gamefaqs. Which I mostly use to find out how to beat bosses, because I hate, hate, hate boss battles. The whole rigmarole of 'puzzle out weak spots by repeated trial and error then shoot each of them in a specific sequence 17,000 times' is a cancer on gaming that should be carved out right now.

    --
    You must think in Russian.
    1. Re:Boss battles by BenjyD · · Score: 1

      I'm not a big fan of boss battles, but what I hate more than that is linked boss battles with no save points in between. Nothing annoys me more than having to refight the first two incarnations of a boss again and again just to figure out how to kill the third incarnation. Metroid prime 2 had loads of them.

  98. Two factors by Aceticon · · Score: 1
    I get the impression there are two factors at work in causing games to be more difficult:
    1. Some games, as the article points, are being designed with a view of helping the sale of strategy guides. This would explain the impossible puzzles (as pointed by some other posters).
    2. Gamers have become more sophisticated. The more puzzles solved and the more clues found, the beter we become at solving puzzles and finding clues. Hence, to present the same level of challenge to today's "been there, done it already" gamers, the newer games have to have different and/or harder puzzles.
  99. Why I need GameFAQs (occassionally) by WWWWolf · · Score: 1

    I need GameFAQs because I'm an idiot.

    The games wave Big Freaking Hints in front of my nose, and while I'm personally able to duly note each and every one of them, I sometimes fail to make sense of them. Or, when I repeatedly fail at following the clues, I start to wonder if what I deduced was right. "Okay, I did a, b, and c; why isn't this boss dying?"

    In a sense, its good that there's something with which to confirm that yes, in fact, I'm on a right track with this one. That's one thing that increases motivation to play in case the thing is seemingly impossible to beat even when I know exactly what to do...

  100. Strategy guides for strategy games by bwcbwc · · Score: 1

    Puzzle solutions aren't strategies. Heck, they're not even tactics. They're recipes.

    The classic strategy guide is probably the strategy guide for the old DOS game Master of Magic. It gave high level recommendations for approaching the game from different angles, recommendations for the most valuable spells, and described almost all of the internal calculations performed by the game.

    Do the RPG guides published nowadays tell you how the combat system works internally?

    --
    We are the 198 proof..
  101. Sierra Online Games by WickedClean · · Score: 1

    Remember all the ----- Quest games from back in the day? I never used a strategy guide, but I remember writing the company for hints to get past certain areas. I still have some letters around my parent's house from where I asked them how to get past parts of one of the Manhunter games as well as Gold Rush.

    --
    ...All I can say is that my life is pretty strange...
  102. What about saved games? by Quill_28 · · Score: 1

    I am not for removing the saved game feature, but I believe games are harder because of it.

    On another note, I recently went back and played x-com refusing to use the save feature(at the 2nd easiest level mind you).

    Much more suspense and drama and personally alot more fun.

  103. Ultimta was the ultimate by dlm85 · · Score: 1

    I remember reading The Official Book of Ultima. http://http//www.notableultima.com/collectibles/Bo oks_OBOU.html It had interviews with Lord British as well as hints for completing I-V1. The Ultima games always had great documentation as well as nice cloth maps.

  104. Banjo Kazooie by SSGamer · · Score: 1

    Back in 1997 when I had no internet, I had to buy my first guide for Banjo Kazooie, the game is designed for kids but the dificulty is made for geniuses. That was my first and last guide I bought, now that I have the internet I use gamefaqs.

    --
    FF7 Fans Fight Back, Vote against FF7 sucks and Pass it on.

    http://ff7sucks.blogspot.com

  105. I love getting stuck. by MojoBox · · Score: 1

    Seriously. I recall being stuck for 3 days on Ocarina of Time trying to get into the Dodonga Caverns (second dungeon). Then, one the 3rd day, bam, suddenly it hit me, I saw the bomb. It felt great! Those are the little revelatory moments that I love in games like Zelda and Metroid. It's so worth the effort. I've regreted pretty much every time I've used a stratagy guide rather than trying to figure it out myself.

  106. Wandering far offtopic, but... by DragonWriter · · Score: 1
    The rest of your argument, however, is not. 'Singular they' is indeed a revision, motivated by gender politicists unsatisfied with the availability of 'he' as the natural gender neutral third person singular pronoun in English.


    That's a nice story. Unfortunately, its rather clearly wrong.

    (Earlier, 'she' was imported for similar reasons as well.)


    The use of "she" in that role (or alternating he/she, or using "he" for certain classes of subjects and "she" for others where identity and sex of the referent is indefinite, or using neologism like "hir") is, in fact, a much newer (rather than "earlier") phenomenon, rather than "earlier".

    The early uses sometimes claimed as 'singular they' in fact are invariably actually 'indefinate they' where the *number* is indefinite.


    The cool thing about people using absolutes like "invariably" is that a single counterexample suffices to demonstrate that the claim is false. But one can more than a single example of singular they/them/their that is not indefinite in number, but only in identity and sex of the referent. Rather than list the counterexamples here, though, I will point you to this page which (among other things) lists the numerous examples cited in the Oxford English Dictionary that rather thoroughly debunk the claim that the use historically has been only for indefinite number.

    The most common use, you will note, is with a singular universal antecedent of the form ("some-", "no-", "any-") + ("-one", "-body"), etc., like the use (supposedly) at issue here with "someone".

    1. Re:Wandering far offtopic, but... by Arker · · Score: 1

      The use of "she" in that role (or alternating he/she, or using "he" for certain classes of subjects and "she" for others where identity and sex of the referent is indefinite, or using neologism like "hir") is, in fact, a much newer (rather than "earlier") phenomenon, rather than "earlier".

      Not the use of 'she' in that role, the use of 'she', period.

      The word 'she' was *invented* in the twelfth century. The native English third person singular pronouns, masculine and feminine, had by that point merged into 'he' - only natural since the language had shed grammatical gender anyway. (A relic of the original third person singular feminine pronoun survives in the word 'her,' and close relatives can still be seen in related languages, for instance compare the Swedish 'henne.') 'She' is an invented word to reïnject gender distinction in the third person singular pronoun set of a language which had lost gender as a grammatical feature, thus a similar, but not an identical, motivation.

      If you'd actually look at the examples you linked, you'll find every one of them agrees with my statement. In each case the mixing of numbers is related to an indefinite number, not an indefinite gender. For instance, in "let nothing be done through strife or vainglory; but in lowliness of mind let each esteem other better than themselves" the subject here is 'each [of the brethren]' that is to say, it refers to each individual in a group of unknown number. This is not at all the modern 'singular they' it's the 'indefinite they' which has been used in English for ages. Thackeray's "no one prevents you, do they?" is again the same thing - this is not a circumlocution involving a definite, singular subject to avoid exposing gender, it's the old indefinite number showing up again - not one out of the rather large set of those who might interfere is interfering. This is referring simultaneously to a singular 'one' and a much larger plural universe at the same time, in the same word. Even the much more recent Oscar Wilde's "experience is the name everyone gives to their mistakes" is the same story once again, 'everyone' is synctactically singular, but semantically plural, and thus the proper use of the indefinite 'they.'

      You're right, you only need one example to disprove 'invariably' which makes it a bold statement. I made it fully aware of that. Show me one case of Shakespeare using 'they' in reference to a genuine definitely singular entity and you'll prove me wrong. You can't do it, though, because it didn't happen.

      --
      =-=-=-=-=-=-=-=-=-=-=-=-=-=-
      Friends don't let friends enable ecmascript.
    2. Re:Wandering far offtopic, but... by DragonWriter · · Score: 1
      If you'd actually look at the examples you linked, you'll find every one of them agrees with my statement.
      I did, and they don't. Which convinces me that you didn't.
  107. Text adventures by Hoi+Polloi · · Score: 1

    My experience with text adventures back in the 80's was usually along these lines:

    >Put key in lock
          I see no "lock"
    >Unlock lock
          I see no "lock"
    >Open door
          You cannot open that
    >Fuck this game!
          I do not understand "fuck" ...a few days later after getting help

    >Put key in keyhole
          You put the key in the keyhole
    > Turn the key
          You unlock the door

    --
    It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
  108. My Memories and Observations by Avatar8 · · Score: 1
    I definitely belive that profit is the underlying reason FOR the strategy guides, but I do not believe that developers aim to make the games more difficult so you HAVE to purchase the guides. I think the strategy guide makers found this niche on their own, but it does appear that the game publishing companies are assisting, i.e. no manual.

    What I think is driving the increase in difficulty and hidden secrets are the players themselves. Games were originally designed as a diversion, something you did in your spare time for fun. Now it's an entertainment industry and we have players who will stay awake 72 hours straight to be the first to beat the game, and they will try any and every assassinine comination of putting rock #42 on top of the innkeeper's head to reveal some hidden secret. The developers must make the games harder to prolong the game's longevity and replay ability.

    One of the first strategy guides I remember was "How to Beat Home Video Games." It had numerous cheats, hints, tips and easter eggs for Atari 2600 and Intellivion consoles. (Anyone else remember the transmolecular dot in Adventure? :-) At that time the games were mostly reflex and endurance testers so whatever "strategies" these books imparted was only the tip of the iceberg.

    Once I started on computers (1983, Apple II) I found new guides, namely the Infocom books. What really impressed me about these books was the multi-level hint system. If you just needed a nudge, you only revealed the first clue. If you needed further help, you revealed the second. If you just couldn't get it and you needed it handed to you, you revealed the bottom spoiler. THAT'S how I believe ALL strategy guides, hint books and game websites SHOULD be. I think a few Zorks and other adventure/RPG games incorporated this into their help system.

    I've purchased my fair share of guides. WoW had a surprisingly simple manual as is expected in a dynamic MMO these days. The game is going to change with the first patch, so why bother with a book describing the details? I played for months before finally purchasing the Brady Games guide. What impressed me was that as much as I felt I had done, the book revealed details that I had overlooked, little things that made a big difference in how I played. That, too, is what these guides should do.

    I'll buy the books for the artwork, for filling in the details and for providing nudges in the right direction. I do not buy the books for spoilers, hacks and cheats. That's what the user community on the internet is for, and I only need access that if I'm desperate.

    What I'd like to see is an online book from a source like Brady games. You pay for it (much cheaper than paper version), and you download a PDF (or proprietary reader). If you want to print it, that's up to you. When the game changes, the book changes and you're free to download it again (included in original purchase price). Brady has made an attempt to provide updated content to their original WoW guide, but it doesn't work for all versions of the book (my friend's does [bought 2 months after mine], but mine doesn't) and they've already fallen far behind. Hosted on the website where you download the book, the publisher could provide hint sites or an online system like the Infocom books ("Still need a hint?")

    If the strategy guide companies are smart, they'll partner with these subscription based games to get a share of the income. Pay an extra $0.50 a month and receive access to the online strategy guide, constantly updated with hints from the developers. I honestly wouldn't want to see a model like this, but I like the concept of it.

  109. Re:Retail stores & people w/ ADHD are also to by HiVizDiver · · Score: 1

    I knew it too, and guess how? It's called the Internet, and I didn't pay $16 for it just to find that out. Man, you strategy guide whores really got your panties in a bunch, didn't you? :-P Go ahead, mod me down, -1 Flamebait; my life is more interesting than Slashdot's mod system.

  110. no sense of accomplisment by Anonymous Coward · · Score: 0

    I never really liked to use strategy guides to beat a game. I felt a greater sastisfaction if I was able to beat a game/solve a puzzle without the help of a guide. Like, some of the puzzles in the Silent Hill games which took awhile for me to figure out but the great feeling of actually figuring them out instead of looking online for the solutions. The only time I would use a guide would be to 100% complete a game like GTA:Vice City, Castlevania, Zelda and would usually use an online source. The only good printed strategy guides I think are from VERSUS books. They don't make many guides (FF7, Zelda:OOT, Zelda:MM, Mario Sunshine, and some couple others I am forgetting) but they are extremely well done. They never spoil the story for you and their maps/directions/etc are very precise and easy to understand.
    And I am sick of going to pick up a new game and the employee is trying to shove a guide down my throat saying "You get 15% off the guide if you buy it with the game".

  111. Nethack is the great game model by dmeranda · · Score: 1

    Not only are there tons of spoilers online, you also get the source code; and source code diving is nethack "sport" in its own right. Not to mention the in-game spoilers that are free (or only a few zorkmids): the fortune cookies, the oracle, the grafitti all over the place, those uneasy feelings you get.

    After 17 years of playing its still fun, still unpredictable, and I am still occasionally surprised when something unexpected happens. The replay value of this game is on par with that of chess; although you get to kill and be killed. Even so, nethack is enjoyable and quite playable even if you don't use the spoilers/source with about the same percentage of success (0%).

  112. Re:More difficult yes. But than what? by kinglink · · Score: 1

    I like the book I've looked through it a couple times, but I don't actually use it in the game, is that so poorly informed that I got something I wanted because it would be nice to look at?

    It may not be the highest value item I bought all year, but it's one of the best looking strategies I've seen.