Broken Age looks kind of beautiful.
poolcleanersays...

Monkey Island games were always wacky and difficult puzzles simply because it required you to think of objects in such ways as to break the fourth wall of the game itself. Guybrush and his infinite pocket space.

Also note, these are good games despite their frustrating bits. There were far more frustrations prior to the days where you are given dialog choices, when you were required to type in all of the dialog options using key words. Cough, cough, older Tex Murphy games and just about every text adventure from the dawn of home computers.

I loved those games, but many of them turned into puzzles that maybe one person in the family finally figured out after brute force trying thousands of combinations of objects with each other. I did that multiple times in the original Myst. I think there was one passcode that took close to 10,000 attempts. LOL!

Or how about games that had dead ends but didn't alert the player? Cough, cough Maniac Mansion. People could die, but as long as one person was left alive, the game never ended, even though only the bad endings are left. But it's not like modern games, some of the bad endings were themselves puzzles, and some deaths lead to a half good and half bad ending, like winning a lottery and then having a character abandon the plot altogether because he/she is rich and then THE END.

Those were the days. None of this FNAF shit -- which is really what deserves the infamy of terrible, convoluted puzzles...

Before video games became as massively popular as they are today, it wasn't always a requirement to make your game easily solved and you were not always provided with prompts for failure or success until many grueling hours, days, months, sometimes YEARS of random attempts. How many families bought a Rubik's Cube versus how many people solved it without cheating and learning the algorithms from another source?

Go back hundreds or thousands of years and it wasn't common for chess or go or xiangqi (the most popular game in the entire world TODAY) to come with rules at all, so only regions where national ruling boards were created will there be standardized rules; so, the truth, rules, patterns, and solves of games have traditionally been obfuscated and considered lifelong intellectual pursuits; and, it's only a recent, corporatized reimagining of games that has the requirement of providing your functional requirements and/or game rulings so as to maintain the value of its intellectual property. I mean, look at how Risk has evolved since the 1960s -- now there's a card that you can draw called a "Cease Fire" card which ends the game, making games much shorter and not epic at all. Easy to market, but old school players want the long stand offs -- I mean, if you're going to play Risk... TO THE BITTER END!

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