Bundy wrote on May 18, 2016, 17:55:
I didn't mind that. All the KQ games had points of no return that weren't obvious and many, many ways to get yourself stuck in an impossible to solve position. That was way back when games being difficult was the rule, not the exception.
It took me a long time to get through KQ1. But with a guide you can finish the game in 20 minutes. Making mistakes and reloading was part of the journey. Which I personally like better than Telltale's impossible to fail adventure games today.
Eh. I don't miss that style of game design; good riddance to bad rubbish.
In practice, it's pretty easy to not eat the pie. It doesn't get you anything and you lose the pie. And in some of Sierra's games (maybe just King's Quest 1) that kind of thing would also lose you points, providing another hint that you're not on the right track
But it's fundamentally bad design. I don't see at all how reloading is part of the journey, when it's just as easy for the game to say, "No, I'm not hungry". I feel this particular kind of no-win situation is just game designers thinking they're clever and funny. I think LucasArts' decision of steering away from that was totally the right way to go. You can put down the game at any point and come back to it blind without wondering if there was anything you should have done in Chapter 1 that's going to necessitate a restart.
A bigger problem are things like the pie vs. yeti and the shoe vs. cat puzzles, where you brute force puzzles by using every object with everything else until something works, and even when you solve it you just think, what the hell was that? Why do I even want the mouse to get away from the cat? It's vermin! I think that it didn't even get you points, so even in Sierra game terms it was particularly unintuitive -- you lose an item, and nothing happens any time soon to tell you it was the right action. And I don't think there's anything at the crisis point to signal that you should have saved the mouse, if you didn't. Total crap, designed for people whose time is worthless.
At the end of the day, I feel making mistakes being "part of the journey" is like patting yourself on the back for having a big fat pile of graph paper maps at the end of an old school CRPG. It's just not impressive.