• The Hidden Rules of Video Games

    From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Fri Sep 5 16:53:21 2025
    From Newsgroup: comp.sys.ibm.pc.games.action


    I think you could safely argue that video games are, by and large, far
    more accessible today than they were in decades prior. I'm not talking
    about how they are easier to acquire and it's become a lot more
    socially acceptable to play games (although that's definitely true
    too), but that the games themselves are designed in a way that makes
    it much less difficult to pick up and learn.

    Thanks to standardization in controls, less finicky hardware, better
    tutorials and a general improvement in presentation and mechanics, the
    average gamer will have much less problems picking up a new game,
    regardless of genre. That's not to say they'll necessarily LIKE the
    game, or even have skill enough to finish the game... but neither will
    they start a game and have no idea what to do. That's a far cry from
    games of the 80s, 90s and even early 2000s, which often left you
    baffled and helpless until you fiddled around for hours (and read-the-fucking-manual!) before you had a clear idea of what was
    going on.

    But... that's if you're an average gamer. Because if you've never
    played a game in your life, a lot of the tropes and mechanics that us
    more experienced gamers take for granted are baffling obstacles that
    fly in the face of common sense. You may have experienced this if
    you've ever walked a newcomer through the basics of the hobby, as I
    recently did. It made me wonder about how many of these hidden 'rules'
    in video-games we don't consciously acknowledge anymore because they
    are as constant to us as the pull of gravity or the wetness of water
    in the real world.

    And so many of them are so incredibly basic. Things like not being
    able to turn at your waist or neck. Or how we know that a door that
    doesn't pop-up a 'use' prompt is probably just set-dressing that we
    will never, ever be able to open. Or that six meter tunnel you were
    just forced to crawl slowly through is actually just a disguised load
    screen, and thus can be safely ignored since there will be no secrets
    or monsters. Or how, if the game is suddenly extremely generous with
    weapons and healing, you can bet that there is probably a boss
    encounter just ahead.

    Of course, for everyone of these 'rules', there is an exception... but
    these exceptions are often what makes some games true classics. Take,
    for instance, "Red Faction Guerrilla", which deconstructed [heh!] the
    notion that walls and doors were invulnerable barriers and the only
    way around them was to follow the maze-like corridors or locate the
    appropriate key. Or in-game crafting, itself an exception that built
    itself almost into a genre of its own simply based on the idea that
    objects found in game weren't one-use items that had to be provided to
    you by the game developer. Games that break these rules are regularly
    regarded as genre-shifting masterpieces.

    What other 'rules' in video games can you think of that are so common
    and regular that you don't even see them anymore? Do you think a games
    are, in general, better because of it? And what would a game be like
    if it broke that rule?




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  • From bill_wilson@bill_w@aol.com to comp.sys.ibm.pc.games.action on Fri Sep 5 17:20:11 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    I like the smell of Simone Biles' asshole.
    That's the rule I follow.
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  • From Zaghadka@zaghadka@hotmail.com to comp.sys.ibm.pc.games.action on Fri Sep 5 17:36:39 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 05 Sep 2025 16:53:21 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:
    What other 'rules' in video games can you think of that are so common
    and regular that you don't even see them anymore? Do you think a games
    are, in general, better because of it? And what would a game be like
    if it broke that rule?

    First thing that came to mind was the narrator/radio voice/etc yelling at
    you to "GET OUT OF THERE! *FAST*!!!" Or "Rescue the hostage before they
    execute them!"

    Which usually means take all the time you need to. There's no need to
    rush the mechanics and screw up 17 times getting there. And if you do,
    it's not going to matter.

    It's so rare for urgency to actually be timed in video games, with any consequence whatsoever. I can see a newcomer being a nervous wreck, and a seasoned gamer just calmly executing whatever they need to do without a
    care in the world. Even going on some side quest in the middle of it.

    System Shock 2 starts this way. Hell, the time pressure section is the TUTORIAL, which always boggled my mind. I've never taken a particularly
    long time with the SS2 intro section, but I bet I could start it, go make myself an capuccino, and come back and the game world would be as I had
    left it.

    It's so common that when an urgent section matters, it's frustrating as
    hell the first time you fail it if it isn't telegraphed.

    The notable exception, in my gaming history, is Descent after you blow up
    a reactor (later Overload). You're gonna lose a ship if you don't find
    that exit tube! But it was always clear, if there is an actual countdown,
    it's gonna get to zero. The urgency of the situation is telegraphed.

    I will muse over this and come back to the thread later.

    I will part with a freebie:

    In some platformers, you are able to control your character's lateral
    movement in mid air when you jump, or even the height of the jump by
    holding down the button (or, in extreme cases jumping again in mid-air by hitting the button at the apex). It makes no sense but we're all used to
    it by now. I can see a newb pounding their head into the wall not
    realizing that they have to *hold* the button instead of tapping it, or
    not expecting to be able to jump out from equally sized platforms, and
    move back onto the next to get up the next level. (see below)

    land! o
    ======= \
    /
    o jump!
    =======

    HUH?
    --
    Zag

    Give me the liberty to know, to think, to believe,
    and to utter freely according to conscience, above
    all other liberties. ~John Milton
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  • From Dimensional Traveler@dtravel@sonic.net to comp.sys.ibm.pc.games.action on Fri Sep 5 18:12:15 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 9/5/2025 1:53 PM, Spalls Hurgenson wrote:

    I think you could safely argue that video games are, by and large, far
    more accessible today than they were in decades prior. I'm not talking
    about how they are easier to acquire and it's become a lot more
    socially acceptable to play games (although that's definitely true
    too), but that the games themselves are designed in a way that makes
    it much less difficult to pick up and learn.

    I'm pretty sure I've seen a post like this from you some time ago....
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
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  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.action on Sat Sep 6 10:16:36 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 05 Sep 2025 17:36:39 -0500, Zaghadka <zaghadka@hotmail.com>
    wrote:

    System Shock 2 starts this way. Hell, the time pressure section is the >TUTORIAL, which always boggled my mind. I've never taken a particularly
    long time with the SS2 intro section, but I bet I could start it, go make >myself an capuccino, and come back and the game world would be as I had
    left it.

    This is a really good example and I can't top it.

    I never even considered how silly it is a to tie a tutorial to a
    timed section. This is likely because I never even considered this
    first section of System Shock 2 to be timed. Despite the blaring siren
    and Polito shouting at me to get a move on, I definitely went through
    this first section at my own pace without a care in the world.

    But I agree with you, a first time gamer might be a nervous wreck
    trying to get through this quickly!
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Sat Sep 6 10:44:20 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 5 Sep 2025 18:12:15 -0700, Dimensional Traveler
    <dtravel@sonic.net> wrote:
    On 9/5/2025 1:53 PM, Spalls Hurgenson wrote:


    I'm pretty sure I've seen a post like this from you some time ago....

    It could be. I've been on Usenet for literal decades. I can't
    guarantee EVERYTHING I write will be completely original.

    [Or anything I write, for that matter. I mean, have you
    SEEN the "what have you been playing" posts? Every month,
    the same damn thing! "Hey guys, what have you been playing.
    I've been playing EuroTruck Simulator." I tell ya, there's
    not an original idea in my head! ;-)]

    But back to the subject at hand:

    Several other 'rules' that occured to me:

    1) Colored markings indicating traversable walls
    (usually white paint or something), so that you know
    which bits of terrain you can clamber over, and which
    are impassable set dressing

    2) The weirdness of invisible walls (or otherwise easily
    traversable barriers) blocking your progress. No, that
    meter-high fence is completely impassable; you'll never
    be able to get into that meadow beyond.

    3) The hidden rule that says that the gate isn't opening
    until you kill EVERYONE in the room with you. Don't
    even bother trying to get past until then,

    4) The big one we all take for granted: flimsy wooden doors
    are invulnerable to swords, missile launchers and even
    world-destroying magical spells. You're not getting
    past it until the game says you can.








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  • From Zaghadka@zaghadka@hotmail.com to comp.sys.ibm.pc.games.action on Sat Sep 6 12:46:37 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 5 Sep 2025 18:12:15 -0700, in comp.sys.ibm.pc.games.action,
    Dimensional Traveler wrote:

    On 9/5/2025 1:53 PM, Spalls Hurgenson wrote:

    I think you could safely argue that video games are, by and large, far
    more accessible today than they were in decades prior. I'm not talking
    about how they are easier to acquire and it's become a lot more
    socially acceptable to play games (although that's definitely true
    too), but that the games themselves are designed in a way that makes
    it much less difficult to pick up and learn.

    I'm pretty sure I've seen a post like this from you some time ago....

    Simpsons did it first!
    --
    Zag

    Give me the liberty to know, to think, to believe,
    and to utter freely according to conscience, above
    all other liberties. ~John Milton
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  • From Zaghadka@zaghadka@hotmail.com to comp.sys.ibm.pc.games.action on Sat Sep 6 12:47:30 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sat, 06 Sep 2025 10:44:20 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    The big one we all take for granted: flimsy wooden doors
    are invulnerable to swords, missile launchers and even
    world-destroying magical spells. You're not getting
    past it until the game says you can.

    Ah, yes. Plot doors. Plot doors are totally a thing a newb wouldn't
    understand.
    --
    Zag

    Give me the liberty to know, to think, to believe,
    and to utter freely according to conscience, above
    all other liberties. ~John Milton
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  • From Anssi Saari@anssi.saari@usenet.mail.kapsi.fi to comp.sys.ibm.pc.games.action on Sun Sep 7 00:10:04 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Zaghadka <zaghadka@hotmail.com> writes:

    First thing that came to mind was the narrator/radio voice/etc yelling at
    you to "GET OUT OF THERE! *FAST*!!!" Or "Rescue the hostage before they execute them!"

    Which usually means take all the time you need to. There's no need to
    rush the mechanics and screw up 17 times getting there. And if you do,
    it's not going to matter.

    Yes. And then you play a game where it does matter. I've been playing
    Outer Worlds and, well, twice now some NPCs died because I didn't bother rushing to them. No real impact, maybe a bit more XP if you save
    them. I'll have to try and keep alert for this.

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  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.action on Sun Sep 7 08:55:12 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 05 Sep 2025 16:53:21 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    What other 'rules' in video games can you think of that are so common
    and regular that you don't even see them anymore? Do you think a games
    are, in general, better because of it? And what would a game be like
    if it broke that rule?

    Ok I think I have one. Maybe.

    I can imagine someone who has never played a video game before playing
    a popular game like World of Warcraft for the first time. At some
    point, real life is going to get in the way and this non-gamer person
    is going to ask himself... "How do I pause this?"
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Sun Sep 7 11:41:55 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sun, 07 Sep 2025 08:55:12 -0400, Mike S. <Mike_S@nowhere.com>
    wrote:

    On Fri, 05 Sep 2025 16:53:21 -0400, Spalls Hurgenson ><spallshurgenson@gmail.com> wrote:

    What other 'rules' in video games can you think of that are so common
    and regular that you don't even see them anymore? Do you think a games
    are, in general, better because of it? And what would a game be like
    if it broke that rule?

    Ok I think I have one. Maybe.

    I can imagine someone who has never played a video game before playing
    a popular game like World of Warcraft for the first time. At some
    point, real life is going to get in the way and this non-gamer person
    is going to ask himself... "How do I pause this?"

    That's when you ask, in your best Samuel L Jackson imitation, "What do
    you think the 'real-time' in 'real-time strategy' means, mothafucka?"
    ;-)

    But it's a good example of an unspoken rule. Alternately, I can
    imagine a non-gamer might wonder in a turn-based game why things
    aren't progressing after they makes their move, not understanding that
    they need press the 'end turn' button. After all, in real life time
    just keeps moving on.


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  • From Anssi Saari@anssi.saari@usenet.mail.kapsi.fi to comp.sys.ibm.pc.games.action on Tue Sep 9 12:38:04 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    ...which often left you baffled and helpless until you fiddled around for hours (and read-the-fucking-manual!) before you had a clear idea of
    what was going on.

    I remember trying the original Wasteland. Yup, didn't know how to play,
    before or after reading the manual. I mean, sure, the manual covered
    many things but not nearly all things, especially about the actual
    mundanes of game play. It's kinda like chess for me, I roughly know
    which moves are legal and which aren't but that doesn't mean I can play
    chess.

    What other 'rules' in video games can you think of that are so common
    and regular that you don't even see them anymore? Do you think a games
    are, in general, better because of it? And what would a game be like
    if it broke that rule?

    After some consideration I came up with a few:

    - Random loot drops. "Damn that guy with the sniper rifle was
    annoying. Next sniper gets a sniper bullet in his head for sure. Oops,
    no, he was only carrying a toaster".

    Sometimes there's even a gun on the ground but if the game decides you
    shouldn't pick it up you can't.

    - Explosions. Too weak, grenade launcher or whatever useless. Or too
    strong, grenade launcher more dangerous to the user than anyone else.

    And related, armor or let alone a personal shield generator doesn't
    protect you from explosions but does from any other kind of damage.

    And often it seems explosions hurt you more than your enemies. As in
    "wow, that rocket launcher is dangerous, I died 17 times already
    trying to kill that guy. The next guy is going to feel it." But when
    you finally get that launcher or whatever, it's not that effective.

    One more: any explosion is a good explosion. Frag grenades should work
    fairly poorly against heavy armor but does it?

    - Mines and traps. Plainly visible to you so you can maybe disarm or
    shoot them to trigger but enemies and your buddies blindly walk into
    them. Better and worse variant is mines that won't blow up if you try
    to shoot them, which is realistic considering modern explosives. But
    the sensor and detonator on those is indestructible so your own
    carelessly placed mine kills or maims you.

    Then again, I remember running into random mines in Fallout games and
    getting blown up. Wasn't that much fun either. At least those beep but
    I was invariably too slow to escape.

    - Invisible walls of course but also invisible walls that are rendered
    so that you should be able to get through, like a knee high railing.

    Let alone miles of impenetrable hedge in a post-apoc world where hardly
    anything grows.

    - RPGs where someone in your party has a skill you need but they can't
    help you because the game only considers the PC's skill.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Tue Sep 9 11:19:43 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 09 Sep 2025 12:38:04 +0300, Anssi Saari <anssi.saari@usenet.mail.kapsi.fi> wrote:



    I remember trying the original Wasteland. Yup, didn't know how to play, >before or after reading the manual. I mean, sure, the manual covered
    many things but not nearly all things, especially about the actual
    mundanes of game play. It's kinda like chess for me, I roughly know
    which moves are legal and which aren't but that doesn't mean I can play >chess.

    Heh. If you don't read (or own) the manual in Wasteland, you can't
    finish the game. It was one of those games that had off-disk journal
    entries that were absolutely vital to getting through the quest. ;-)


    One more: any explosion is a good explosion. Frag grenades should work
    fairly poorly against heavy armor but does it?

    - Mines and traps. Plainly visible to you so you can maybe disarm or
    shoot them to trigger but enemies and your buddies blindly walk into
    them. Better and worse variant is mines that won't blow up if you try
    to shoot them, which is realistic considering modern explosives. But
    the sensor and detonator on those is indestructible so your own
    carelessly placed mine kills or maims you.

    On a related note: EXPLOSIVE BARRELS.

    We're all trained that those red barrels over there will explode in a
    most satisfying way if shot, that it's actually disappointing when
    games don't do that. But it's such an unrealistic and unexpected thing
    if you aren't familiar with the trope. Not just the improbablility of
    the explosion, but the fact that the barrels are just everywhere in
    games.

    It's a lesson even a person entirely unfamiliar with games learns
    pretty quickly though. It just takes one bullet and then you know. ;-)




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  • From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.action on Wed Sep 10 08:35:05 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 9/9/2025 2:38 AM, Anssi Saari wrote:
    Spalls Hurgenson <spallshurgenson@gmail.com> writes:


    - Explosions. Too weak, grenade launcher or whatever useless. Or too
    strong, grenade launcher more dangerous to the user than anyone else.

    And related, armor or let alone a personal shield generator doesn't
    protect you from explosions but does from any other kind of damage.
    This reminds me of boss weapon/party npc issues.

    Giant guy with a giant sword that deletes you in one or two hits, you
    get it after but it hits like a wet noodle, and looks like a short-sword.

    You defeat insanely difficult NPC, who then joins you and he dies like a
    chump to the next mook.

    - Justisaur
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Sep 10 12:03:25 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 10 Sep 2025 08:35:05 -0700, Justisaur <justisaur@yahoo.com>
    wrote:

    This reminds me of boss weapon/party npc issues.
    Giant guy with a giant sword that deletes you in one or two hits, you
    get it after but it hits like a wet noodle, and looks like a short-sword.
    You defeat insanely difficult NPC, who then joins you and he dies like a >chump to the next mook.

    And, related, the whole idea of scaling enemies to begin with. Why
    does it take three shots to kill a security guard at the start of the
    game, but they can absorb a whole magazine of bullets at the end?
    Especially since that gun you have at the end is reputed to be ten
    times more powerful than the pea-shooter you started with.

    Or just that the boss monster is always super-powerful? I mean, look
    at King Charles III; how many hit points do you think that geezer
    has?*


















    * Six. King Charles III canonically has six hit-points. I checked the
    Earth rule-book (v3.0) and that's what it said. Trust me; would I make
    up something like that?. ;-)







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  • From Anssi Saari@anssi.saari@usenet.mail.kapsi.fi to comp.sys.ibm.pc.games.action on Thu Sep 11 12:16:48 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur <justisaur@yahoo.com> writes:

    This reminds me of boss weapon/party npc issues.

    Giant guy with a giant sword that deletes you in one or two hits, you
    get it after but it hits like a wet noodle, and looks like a
    short-sword.

    I've suspected that sometimes even with ordinary enemy loot drops. I
    wonder if it's common to just nerf them? You get the weapon/thing they
    dropped, except...

    You defeat insanely difficult NPC, who then joins you and he dies like
    a chump to the next mook.

    Or the same thing, you recruit someone who's presented as a badass who
    just turned a battalion of mooks inside out to your party. But suddenly
    he's level 1 with no XP.
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