• Malix@sopuli.xyz
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    12 hours ago

    Admittedly, I haven’t played MM further than the first few minutes, I like old adventure games (esp. LucasArts ones), but just haven’t bothered with this one.

    I suspect the garage puzzle probably has some hint, like “it’s too heavy/I’m not strong enough” when attempting to open it, so the player atleast can figure out that strength training is a thing. Still a bit of a stretch, as it’s cartoon logic to actually become stronger after one workout - but… it is a cartoony comedy game.

    The envelope thing sounds like one of those “needs a crystal ball” -things that many of the games of the era unfortunately had. I don’t think people even at the time appreciated the “dead man walking” -design. Must be fun for the softlock to become apparent hours or days later. It’s just a dick move design-wise.

    • frongt@lemmy.zip
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      8 hours ago

      On the other hand, should a game be designed to allow you to do all the things in one playthrough? Personally, I like when a game gives you different paths and reasons to replay it.

      • Malix@sopuli.xyz
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        4 hours ago

        doing everything in one playthrough is not the same as softlocking the game. Exclude one path, sure. Softlock? Bullshit.

      • Skua@kbin.earth
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        6 hours ago

        There are others way to achieve those end goals, though. Mutually exclusive paths are usually going to feel much better than some unforeseeable bullshit

    • Taldan@lemmy.world
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      10 hours ago

      Crystal ball drsign was usually intentional, to make the game last longer

      Most of game design then was finding creative ways to stretch their resources to make a game last longer