How Strategy Guides Affected Gaming 352
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.
Follow the money? (Score:5, Insightful)
strategy guides have created more difficult 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 :-)
Re:Follow the money? (Score:5, Insightful)
Re:Follow the money? (Score:5, Funny)
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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
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Re:Follow the money? (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?
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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 ever
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Anyways, I've played through FFVII more times than I can count. Dozens. And each time, I'll probably spend anywhere from 20-50+
Re:Follow the money? (Score:4, Insightful)
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.
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Perhaps that's how consoles are going (Score:3, Informative)
Perhaps it's just more of a PC gamer thing, but I can think of plenty of hit PC
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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
somethign (Score:4, Funny)
Well, it's clear that you're not spending the time working on your typing skills.
Not really their problem (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
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Bare What? (Score:5, Funny)
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.
pwnag3 is t3h fun (Score:2)
Or are we supposed to be doing this naked? That's an M-Rating for sure.
You are making it [wikipedia.org] very hard to take your comment seriously, Mr. Holier Than Thou.
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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?
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"Someone's" is not a noun. It's an adjective. The antecedent of "they" is not "someone's", it
Didn't need em for Monkey Island (Score:4, Insightful)
Maybe it's a mix of information availability and the wrong balance of game developers toward this issue.
No Death (Score:5, 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!
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Bleh.
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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,
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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.
Re:No Death (Score:4, Funny)
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.
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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.
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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 item
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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 encounter
KOTOR is possible no matter what (Score:3, Informative)
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That is part of it.. (Score:4, Insightful)
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.
Do they actually sell? (Score:2)
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Gamesharks even more so, though not always used for it - With a me
Whatever (Score:2)
11-year-old kids can feel cool, smart, or feel like some bankers, etc, when writing "Super ultimate guides on making money on Runescape".
In summary... (Score:2, Insightful)
Does that about cover it?
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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
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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
Benefit of Strategy Guides (Score:4, Interesting)
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.
Can't write a procedure guide (Score:5, Insightful)
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.
Re:Can't write a procedure guide (Score:4, Interesting)
Re:Can't write a procedure guide (Score:4, Interesting)
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"
The problem is (Score:4, Interesting)
It's going to take a lot more advances before there's the ability to generate compelling random missions.
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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
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Finally, a rational explanation for Dan Brown! He's just version 0.01!
strategy guide? hardly (Score:4, Insightful)
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.
Ye olde standby... (Score:5, Insightful)
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.
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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.
Having just been Dugg... (Score:5, Funny)
This makes me feel old... erm... or something.
Stroller.
i'll show you strategy! (Score:5, Funny)
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So you're playing Space Channel 5 [wikipedia.org] ?
But you won't go far with that "strategy" : You're lacking rythm !
(And BTW I've two sisters
Not true (Score:4, Insightful)
No way (Score:2)
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 menta
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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.
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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 p
This is weird... (Score:3, Insightful)
Follow the money (Score:2)
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.
Ahem... (Score:3, Funny)
My friends, they are experiencing what we all know as the "Digg Effect".
latest /. story server already dugged. (Score:4, Informative)
Editors: Get fresh stories!
What a surprise. (Score:4, 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.
They remove responsibility from developers (Score:3, Insightful)
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Re:They remove responsibility from developers (Score:5, Informative)
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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
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Strategy Guides have killed the Manual (Score:5, Insightful)
Gamesguides killed the adventure games imo. (Score:2)
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 satisfactio
Re:Gamesguides killed the adventure games imo. (Score:4, Interesting)
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.
i disagree (Score:3, Interesting)
The Read Difference Is In the Included Docs. (Score:2)
Manuals are $20 extra (Score:2)
I don't like 'em (Score:2)
I usually stay away from any strategy guides unless I've
Toy Story 2 (Score:2, Interesting)
Strategy guides are a source of profit (Score:2, Interesting)
Final Fantasy? Wha? (Score:2)
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
Correlation/Causality fallacy (Score:2)
Thought is highly overrated (Score:2)
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!
I remember when... (Score:5, Informative)
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,
Author is so wrong. (Score:2)
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.
And "Dummies" books have created harder apps (Score:3, 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 [amazon.com]. Then there's Building Your Business with Google for Dummies [amazon.com], 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?
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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
More difficult yes. But than what? (Score:2)
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 g
Final Fantasy (Score:2)
Definitely something I've noticed for a while (Score:3, Interesting)
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.
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You have a point there (Score:3, Funny)
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Pop quiz: this has something to do with the discussion. True or false.
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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.
Re:A 5.8 megabyte PDF. (Score:5, Insightful)
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.