So, I'm looking through the Steam sale today and I see a game that might be up my alley, but I want more details. I go looking, and the first thing I see is a pinned thread that details what you need to know to play the game, including a wiki, Youtube videos, a calculator program, and supplementary hints. My response? Basically this:
And worse, the post was done in a fairly condescending, dickish fashion. Buildings X and Y look visually similar, but obviously building X does this and Y does this. That's totally not bad game design, it's just you being dumb. While we're at it, here's some more ips to bypass what seems like bad level design.
The game in question also has a tutorial, which means that even after playing the tutorial, you're apparently improperly equipped. It made me think of the whole "Slaughtering Grounds" incident, where Jim Sterling was being called out by the developer for not assuming that you needed a gun out to specifically get ammo for it or that he should have noticed the "quests" under the blood splatter effects with terrible transparency. I get that the game is supposed to be hard, but this doesn't strike me as hard so much as bad game design.
I've been on a bit of an AVGN kick, so it also reminded me of "classic" games where you basically had to know someone who already knew the secrets. The so-called "Nintendo Power" games, the literal instances of Guide Dang It (TV Tropes Link [http://tvtropes.org/pmwiki/pmwiki.php/Main/GuideDangIt]). And while it's sometimes done specifically to sell guides (which is a horrible practice anyway), it's often just bad game design.
At least, that's my perspective on it. I'm curious what others think of this practice.

And worse, the post was done in a fairly condescending, dickish fashion. Buildings X and Y look visually similar, but obviously building X does this and Y does this. That's totally not bad game design, it's just you being dumb. While we're at it, here's some more ips to bypass what seems like bad level design.
The game in question also has a tutorial, which means that even after playing the tutorial, you're apparently improperly equipped. It made me think of the whole "Slaughtering Grounds" incident, where Jim Sterling was being called out by the developer for not assuming that you needed a gun out to specifically get ammo for it or that he should have noticed the "quests" under the blood splatter effects with terrible transparency. I get that the game is supposed to be hard, but this doesn't strike me as hard so much as bad game design.
I've been on a bit of an AVGN kick, so it also reminded me of "classic" games where you basically had to know someone who already knew the secrets. The so-called "Nintendo Power" games, the literal instances of Guide Dang It (TV Tropes Link [http://tvtropes.org/pmwiki/pmwiki.php/Main/GuideDangIt]). And while it's sometimes done specifically to sell guides (which is a horrible practice anyway), it's often just bad game design.
At least, that's my perspective on it. I'm curious what others think of this practice.