Grunker said:
I am very stupid, and utterly impatient, which led me to never finish any adventure games at all, though I've always wanted to finish The Longest Journey and Monkey Island.
This doesn't make you stupid. I am impatint too sometimes, and the feeling of being stuck can really get to me sometimes.
Grunker said:
When the internet came, I was able to go past the puzzles my own idiocy made me fail at, and thus gained an increasing love for the genre. I love the genre so much for it's storytelling and simplicity of gameplay coupled with the complexity of it's content.
I would never have been able to garner this love, unless the internet provided me with abilities to help my idiocy and impatientness.
So, if the your arguments are true, the implementation of the hint-system should make as many fans as it scares people away because they never get the satisfaction of solving frustrating puzzles.
In the end, I only use solution for very, very few puzzles, and only those I think I wouldn't get much enjoyment from solving myself.
There are two issues here. Puzzle patience and difficulty. First I will try to convince you that trying to be patent is worth it. If you sit down to play an adventure game with a walkthrough, you can easily be done in 2 hours for most games. So, if you are impatient, you will mostly be annoyed at taking a whole month to solve one of these games.
However, I think that if we take our time to be patient, play, say, 30 minutes every day for a month, taking notes and trying to understand the game, and talk with other people near the spot we are in the game, exchanging ideas, the experience will be far better! Of course, I haven't done the last part in some time, but even taking the community aspect out of the above plan still makes for a nice way to play them adventures. But it will only work if the games pose an interesting challenge.
Now, you may say, the new MI didn't take away the challenge, merely provided an easy way to circumvent it. However, this is a sign of moving away from the core of adv. games. This core is that of an interesting story entwined to interesting puzzles. Adventure games may have very interesting stories, but if it doesn't have interesting puzzles, or if the puzzles aren't thoroughly entwined with the story, (many old adventures are guilty of this), then the game would have probably been better as a movie, or carton, not a game.
Now, about difficulty, I am not advocating that all adventures should be as cryptic as the author can write them. First, writing a good hard puzzle involves giving hints of the logic behind this to the player in subtle ways. If you just put a puzzle that the only way to solve it trying every possible move, it may well be hard to solve, but it is also cheap as hell, an not fun. Second, the difficulty here has to be defined by the target public of the game. A children's game should obviously be easier than one aimed at adults. But both should try to be hard given their public.