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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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.
Myst, sometimes Max Payne, Doom 3, Tomb Raider
Just started playing a simple isometric game called Tunic. It's cute, and you play as a little button mashing fox creature with a sword in a language that's gibberish as you find hidden paths in the isometric style. It's frustrating for being so simplistic, because the hidden paths are hidden. I kinda like it so far tho. Just simple, relaxing, chill music, and cute AF artwork.
Try Platoon on the NES, you get bombarded by ennemies while you have to find your way through this abomination of a maze!
Control had me wandering around.
That's one of the best games I've played with one of the worst map designs I've ever seen.
I actually gave up because I was lost in an office most of the time.
Head Over Heels. Somehow I eventually managed to complete it, after much trial and error.
Beavis & Butthead (SNES/Genesis)
Metroid and Legend of Zelda I and II for NES.
Metroid for sure.
Chrono Trigger had me looking up guides as several points just to find a way to progress.
This is an extremely specific situation in a game, but...
In World of Warcraft, back in the day, there was a dungeon in Outland, I believe it was Helfire Citadel. It wasn't particularly hard, but if you died, you were screwed. The way dungeon deaths worked was your spirit would spawn in a graveyard out in the regular world, and you would have to run your spirit ass back to the dungeon entrance to respawn. But finding the entrance to Helfire Citadel was so difficult I told the group if they don't rez me, they'd have to just kick me, because I'd never make it back in. It was awful.
There is a reason that as long as Hellfire Citadel has existed, the first Google auto complete suggestion is "Hellfire Citadel entrance."
Most recently it's Clair Obscur Expedition 33. There's an actual overworld map but you need to get your bearings in area maps and dungeons because there are none. You'll have to use local landmarks to get around, find clues for hidden areas, and the direction you actually need to go. I've spent hours in single areas just getting lost admiring the design and artwork.
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.
Open ended games, like Minecraft and NMS , can be really hard for people who only play 'on rails' type games to wrap their minds around. 'Whats the point?', the same one as in living your life.
Also, personal opinion, Stanley Parable is NOT a game. It is a walking simulator with a bunch of bad philosophy thrown in.
For me it's always been Zelda games.
I spent so long on the 3DS in ocarina of time just running all over the entire map not sure how to progress, I eventually gave up. Those stupid boulders are supposed to give you tips but idk I just couldn't figure it out back then.
The old text adventures where being able to solve a puzzle required hitting the right words. "Oh, twist, not pull."
Dear God those text parser adventures. I remember playing Hugo's House of Horrors and trying for the longest time to remove some screws from a grate.
Okay screws np.
UNSCREW SCREWS
I don't know how to do that.
REMOVE SCREWS
I don't know how to do that.
Reeeee... Turns out it only responded specifically to UNDO SCREWS
It is like a game designed by a bitter English teacher.
Space Quest
Came here to say the King's Quest games, but really it's any of the _ Quest titles.
The Outer Worlds is a perfect example of this in the best way possible.
Any FF if you set it down for a month or two.
Gonna add Kingdom Hearts to this (cause Sqenix), because I was playing 1 as a preteen, beat Cerebus, got in the Gummi ship, and promptly got lost on where to go after. Bonus for stopping the game for months, picking up again, and being lost so I just never beat it. I plan to finish KH1 this summer after beating Metaphor Re:Fantazio, but I probably will reset to get that full experience factor 😅
"Welp, I will just start it over, I guess."
Done this FF9 sooo many times
Currently my situation with VI
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.
Morrowind.
Can you find this person whom wandered off into the ashlands? They went east-ish.
I've spent more time than I'd like to admit in the Construction Kit to find out where in Vivec's name I had to go this time. Usually it turned out I just barely missed the person or location I had to go before starting an hourlong search.
But despite that still a game I deeply love.
Jesus, the finding people thing was tough, but finding the quest item that I had already looted from a grave and either dropped or sold to a random merchant? Game ending, man.
This was me lmao. On my first playthrough of Morrowind as a teenager I dicked around and did everything except the main quest for ages. Around level 18 I decided to actually progress the main quest. Hasphat, check. Arkngthand, no sweat. Talk to Sharn Gra-Muzgob, she says to fetch the Skull of Llevule Andrano. Cool, go to Andrano's tomb, looks kind of familiar. Where is the Skull of Llevule Andrano? Cause it sure ain't here in his tomb. Whoopsie.
Never found the skull, never progressed the quest, had to start a new character to actually experience the main story. I wonder how many potential Nerevarines failed to ascend due to missing minor quest items. Wish I could ask em that inside the Cavern of the Incarnate.
That's what I like about the game. The NPCs tell you where to go to the best of their ability, and you follow to the best of yours. I like it a hell of a lot more than quest markers.
There is at least one occasion where NPCs just straight up lie to you in quest directions though. I can't think of it off the top of my head but I remember it existing because I complained about it on a forum.
On one hand - great worldbuilding! "Local dumbass gives you bad directions" is a funny and memorable point on top of what might otherwise be a forgettable side quest. On the other hand, I spent the better part of four hours looking for whatever egg mine or ancestral tomb or whatever it was he asked me to find before getting fed up and having UESP tell me "lol no actually it's off in this complete other direction", and I'm pretty sure I assassinated that NPC after I turned in his quest.
Yeah I remember some fuckin guy said you can find the herb east of balmora. Que an hour long search and epic journey for the ages only to finally read a guide that says the guy lied