rusty_shackleford wrote: ↑
December 22nd, 2025, 14:03
Feels like every developer either picks:
A. The developer pretends there is no issue, and that anyone is free to lookup solutions, maps, etc.,
Response:
- Until fairly recently it was generally difficult to get your hands on such wide-ranging guides, maps, and so on. Even if you were willing to drop more money on an official guide it would often not have one fifth of what a modern game's wiki has. This design originated in an era where the majority of players probably had to figure it out on his own, or perhaps discuss it with friends, knowledge percolates slowly, and so on. Obviously it is not so anymore.
- A large part of experiencing a game is not just playing the game yourself but in sharing your experiences, discussing it, etc., I effectively cannot discuss, for example, the suicide mission in Mass Effect 2. Nearly everyone who has played the game looked up the solution, especially if they played it some time after release. I am playing a completely separate game… and which one of us is playing the game as it was intended to be played? Most other players will be unable to understand how I could have been moved by having to sacrifice a companion to complete the mission, because other players just looked up the optimal setup.
- Why have the content at all? If the massive majority of people are just using a browser on a separate window, what's the point? Why spend time making it?
OR, as I've seen begun to popup in newer games…
B. The developer designs their game around you having the wiki open on a second monitor.
Response:
Incredible, you made it even ******* worse.
- Do you have an opinion on this topic?
- Any ideas for game design that is resistant against looking it up on a wiki?
Some companies began to combat this with RNG style solutions of various types. EQ 2 was interesting with some secrets they put in that began to have random schedules as to when something might appear, not simply mobs, but also dungeon entrances and the like (I think Splitpaw Quests had something along these lines and some of the quests in various zones had similar approaches).
Even still, the autism of the times overpowered it by coming up with detailed analysis as to the scheduling.
I prefer companies to operate on the position that "If you are stupid enough to screw your own game up by cheating, don't whine about it, just look in the mirror and point to the stupid guy you see". The only problem though as it concerns MMOs, this will put the honest player at a massive disadvantage, which becomes a problem if the game is competitively focused.
I am not saying I am not guilty of seeking aids over the years, but I found that as you said, it creates a completely different game and probably explains why some people dismiss games I thought were fantastic in the past. I know it had to be because they cheated and cheapened the game experience entirely.
I think back to playing the early adventure games in the 80's. The ones I loved the most were the ones I struggled with and found interesting secrets in them while playing while the ones I "cheated on" (hefty phone bill by the way) I finished feeling... cheated, like the game was lacking and shallow. Thing is, I realized I was at fault for this, but for some reason a lot of the people today will cheat the game, then blame the game for being unappealing after they do. It is like they can't connect the dots as to why the game was the way it was and they continue to demand the same thing over and over again... insanity.