this post was submitted on 03 May 2025
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We've all played them. Backtracking, not knowing where to go. Going back and forth. Name some of these games from your memory. I'll start: Final Fantasy XIII-2, RE1

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[–] cmhe@lemmy.world 9 points 2 days ago* (last edited 2 days ago) (4 children)

I would say many games with procedural generated worlds, like Minecraft, No Man's Sky, etc. Where the main task is deciding where do I go next, where do I settle down, maybe there is some better place over the next hill, next planet, etc.

There are other games, where it is also sometimes not quite clear what to do next. Like games have a lot of progression and rebuilding of stuff that was done before because of it. Like Satisfactory, Factorio, etc.

And on a more literal sense, where you actually redo the game over and over to progress, like The Stanley Parable or Outer Wilds.

Some games have a very labyrinthine level design, where it also isn't really clear what to do next, like Dark Souls, Subnautica, etc.

Or environment puzzles, where you have to figure out how to progress, like the Myst series, Riven, etc.

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[–] unknown1234_5@kbin.earth 19 points 3 days ago

every Metroid or Castlevania game, to the point metroidvania is a genre.

[–] stoy@lemmy.zip 18 points 3 days ago (2 children)

Myst.

Riven.

Myst III Exile

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[–] OldChicoAle@lemmy.world 10 points 2 days ago (5 children)

For me it's always been Zelda games.

I honestly cannot fathom how someone WITHOUT NINTENDO POWER would figure out East Peninsula is the Secret and to burn a specific bush

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[–] helloyanis@furries.club 6 points 2 days ago* (last edited 1 day ago)

Try Platoon on the NES, you get bombarded by ennemies while you have to find your way through this abomination of a maze!

A map of the 1st level of Platoon on the NES, showing the 1st level which is a huge maze in the forest with simillar-looking backgrounds everywhere

[–] kux@lemm.ee 15 points 3 days ago

Divinity: Original Sin 1. took about eighty odd hours to get to the door that says sorry mate, not enough magic stones

A couple times in Linda Cubed Again. The game's next objectives are told to you by characters, or through the in-game voicemail system.

However, there is no "current quest" screen so if you take a break from the game, you can easily forget where you left off.

Also, it doesn't help that the game was only released in Japan (and fan translated only recently) so there's not a lot of walkthroughs you can follow.

[–] bitwolf@sh.itjust.works 3 points 2 days ago (1 children)

I remember there being a few points like that in Megaman Legends 1 and 2.

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[–] frigidaphelion@lemmy.world 2 points 2 days ago

I'm sure I can think of several examples but recently I was replaying the original Darksiders and boy howdy did I get lost all the fkn time

[–] FlashMobOfOne@lemmy.world 4 points 2 days ago (1 children)

Jedi Fallen Order has no fast travel and the map sucks, do you often end up lost or backtracking.

Divinity Original Sin is also one that doesn't guide the player particularly well.

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[–] kayzeekayzee@lemmy.blahaj.zone 11 points 3 days ago

Animal Well, but that's kinda the point

[–] GoodLuckToFriends@lemmy.today 8 points 3 days ago

It feels like such a silly example now that I know the game, but tales of symphonia made me give up for about three years before coming back and beating it. There's a section where you're supposed to go to a specific city to progress, but there's a semi-secret long way around that lets you experience a different character's story early. Well, I somehow sucked at following directions and went the semi-secret way, and then couldn't figure out how to get ANYWHERE that let you do anything. I wandered around the same continent for several months (playing a few hours a week) before moving on.

[–] setsneedtofeed@lemmy.world 14 points 3 days ago (4 children)

Fallout 1: If you play it going in blind and don't look up help, a first playthrough can be stressful early on if you don't know how much progress you are making on the time limited main quest.

Kenshi: The game doesn't have quests or main goals, so it is up to the player to figure out what they want and how to get it. Certain game areas are lethally dangerous, factions can be angered if you don't figure out their customs, and even in less lethal areas being beaten and crippled by bandits is a real problem.

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[–] acosmichippo@lemmy.world 7 points 2 days ago

The Outer Worlds is a perfect example of this in the best way possible.

[–] madame_gaymes@programming.dev 12 points 3 days ago (3 children)

Antichamber

Serious headfuck of a puzzle game.

[–] ICastFist@programming.dev 1 points 1 day ago

I still think about how I managed to finish it once, then tried again 1 month later only to be completely dumbfounded as to how to get the damn yellow block upgrade again

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[–] cecilkorik@lemmy.ca 10 points 3 days ago* (last edited 3 days ago)

I'm gonna have to go super old school on this, because I think gradually games have gotten progressively better about this as the art form advanced. The absolute worst for this that I know of for this has to be "Below The Root" which, despite this point of criticism was a mind-blowingly advanced game for its time, arguably the first real open world CRPG. I have no idea how anyone could've legitimately completed the game without either using a guide or playing it over and over for years to learn every possible route of progress. I think the confusing nature of the world was in fact simply because nothing of that scale had ever really been attempted before and there was absolutely no precedent for how to adequately guide players through it.

The world was, for its time, truly immense and sprawling with a multiple screen interiors for most buildings, a full cave system hidden underground, ladders and secret platforms aplenty. You could converse and trade with various NPCs in houses and wandering around on many of the screens. And when I say "screens" you have to keep in mind I'm talking about something this size. That is not a lot of context to work with for navigation.

It's also full of secrets and hidden things, and like many games of the time you will need to find and use pretty much all of them, in pretty much a specific order, to actually complete the game. I can't even describe how insane the sequence of events you need to do to actually complete the game is, this guy uses a guide and save states but I think it illustrates the general lack of clear guidance in almost all cases. Combine that with the fact that you "die" easily, your inventory is extremely limited capacity, and did I mention you're on a time limit? Because the "goal" of the game is to rescue a guy and if you take too long, he dies and you can't win anymore!

Many naive players (myself included) weren't even convinced it HAD an ending and just kind of played it endlessly like it was some early version of The Sims.

[–] nthavoc@lemmy.today 6 points 3 days ago* (last edited 3 days ago) (4 children)

Atari's ET. Game was bugged. Every 80's kid that bought this was disappointed. It is the worst video game in history and all unsold copies were buried in a landfill only to be rediscovered decades later.

https://en.wikipedia.org/wiki/E.T._the_Extra-Terrestrial_(video_game)

The High Score is a great documentary that actually has the guy that developed it. I think he was high when he developed it which explains a lot.

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[–] Derpenheim@lemmy.zip 10 points 3 days ago (1 children)

Bro nothing will ever beat fucking metroid for the nes.

Main progression literally behind random wall tiles you have to bomb

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[–] lonesomeCat@lemmy.ml 7 points 3 days ago (3 children)

Prince of Persia Warrior Within

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