| Deutsch English Français Italiano |
|
<n3it5kh7jbsrnutp1mmb73ppk6et9pst7j@4ax.com> View for Bookmarking (what is this?) Look up another Usenet article |
Path: news.eternal-september.org!eternal-september.org!feeder3.eternal-september.org!border-2.nntp.ord.giganews.com!nntp.giganews.com!Xl.tags.giganews.com!local-4.nntp.ord.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Fri, 27 Jun 2025 16:37:13 +0000 From: Spalls Hurgenson <spallshurgenson@gmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: There is usually something to make me quit playing a game after a while Date: Fri, 27 Jun 2025 12:36:29 -0400 Summary: Copying or reuse for AI training or data sets not allowed Message-ID: <n3it5kh7jbsrnutp1mmb73ppk6et9pst7j@4ax.com> References: <7djl5khh0eh8qervt426i4a4lo51dmri9t@4ax.com> <103j2tn$3cdsa$2@dont-email.me> <sm0wm8y8zab.fsf@lakka.kapsi.fi> <103k72k$3kgcj$3@dont-email.me> X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 31 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-l0HJNhii8iaAi8w8gktErGLSE2zgJGyVdQ9ONfqCdE9chpBiysaksqeDdCTYm4RrB343V8Vw48BWu2X!VVd7Z7pnKxUPFcXzeIKpiy889IqilWYvpehBYbyBe5XzkpVYtULoY1A1MLSvnhdwR3In2213 X-Complaints-To: abuse@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 On Thu, 26 Jun 2025 19:29:24 -0000 (UTC), ant@zimage.comANT (Ant) wrote: >Anssi Saari <anssi.saari@usenet.mail.kapsi.fi> wrote: >> Do games generally have stupid hard puzzles these days? I've been >> playing the 1997 Outlaws game and just puked through this whole puzzle >> *level*. Water canals, swimming, diving, choking, fiddling with gates to >> direct the water flow, loads of fun NOT. So I just followed a >> walkthrough. Good thing is, as it's an old game the level is still >> reasonably small. >Ugh. It reminded me of Dark Forces' safe puzzle. Annoying! I LOVED the Dark Forces vault puzzle! But perhaps that's because I played it when the game was new? Back then, most Doom-clones (as we still called them back then) had fairly static levels that didn't really re-act to player actions, or even had much in the way of resembling 'real' places or having puzzles at all. They were just mazes that existed for the sake of being mazes, filled with monsters that were only placed there because we expected to kill monsters. The vault was the first step in changing this trope, leading ultimately to games like Half Life.