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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.

32 of 352 comments (clear)

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

      [This post has been deleted by a GameFAQS moderator]

    5. 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.

  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.
  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."
  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.

  5. 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.

  6. 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.

  7. 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 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" ;)

  8. 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
  9. 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.
  10. 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.

  11. 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!

  12. 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.

  13. 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.
  14. 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 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.
    2. 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.
  15. 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!

  16. 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.

  17. 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.

  18. 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.
  19. 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!

  20. 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.

  21. 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.

  22. 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,

  23. 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.