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by Reedx
3584 days ago
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I think the fail states in Sierra's games were actually part of the fun. Just because of the variety and how tongue-in-cheek many of them were. It was amusing and sort of an easter egg hunt to find all the ways you could die. > The much bigger problem comes when you can make the game unwinnable, but not actually lose right away Yeah, that sort of thing instilled a life-long habit of constantly saving my progress and having saves that go back many hours. I specifically blame King's Quest II for that. There was a bridge that you could only cross a handful of times and then it collapsed. If it collapsed too early in the game, you are screwed and need a save prior to crossing it unnecessarily. |
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In addition at the very end the bad guy casts a spell at you, and the bird flies into the way and you don't die... if you didn't save that bird 4 hours earlier you have no way to possibly know that is why you are doomed to failure in the final fight.
It felt like shitty game design at the time, and by today's standards it would be completely unacceptable to most players.