Re: Guides...Do you use them or not?
1- I bought the Brady Games FFXI guide. I think it's still around here somewhere, I don't recall ever getting around to burning it. It's great comedy.
2- I very, very rarely buy strategy guides. The ones that I'm interested in (due to size, design, quality) are typically for games I don't have (Elder Scrolls, Pokemon)
Those stated, I want to go into a story. I preordered FF12. It was the collector's edition; a nice tin box. It came with a strategy guide and art book. I spent the entire game with the guide on the floor next to me, telling me where to go and what to do next. I beat the game without much trouble. But it felt like work. I barely enjoyed it at all. A year or two later, I went back and replayed it, using only snippets of a leveling guide from gamefaqs (as I intended to get through the storyline and into the bonus content; plus early Zodiac Spear is hilarious). It was so much more fun. Even though I had already seen most of the world, I was exploring it for the first time. I was actually seeing Ivalice, and not reading a book about how to get through it as quickly as possible.
From the time I finished that first playthrough of FFXII, I've largely sworn off guides and walkthroughs. If you can enjoy a game with them, that's your thing, but I personally cannot experience a game while following words like I'm trying to just get it out of the way for the next game.
That said, I do use them when I get stuck. Which is rarely. I tend to rate games by how often I have to use guides-- if the way to proceed isn't apparent, it's almost always a problem with the game's design, not my problem solving skills. A good example of this being Majora's Mask's "this gate is too high" equaling "you need a horse, but before you can get that you're going to need to go up north, none of which is ever explained to you". Another being LifeLine (although I am seriously loving this game), I frequently have to fall back on a guide to know what phrase to use to get the character to do something. A game that is never so obtuse that you give up on a problem and seek a guide (assuming the answer isn't an "oh, duh" moment), but isn't so easy that you never use so head, is about the best compromise.
I sometimes go back after I beat a game to look at guides, especially for things with multiple endings (Indigo Prophecy, Shadow of Destiny, Persona 3), or lots of easter eggs (Metal Gear Solid), or otherwise things that are easy to not see the first time around.
1- I bought the Brady Games FFXI guide. I think it's still around here somewhere, I don't recall ever getting around to burning it. It's great comedy.
2- I very, very rarely buy strategy guides. The ones that I'm interested in (due to size, design, quality) are typically for games I don't have (Elder Scrolls, Pokemon)
Those stated, I want to go into a story. I preordered FF12. It was the collector's edition; a nice tin box. It came with a strategy guide and art book. I spent the entire game with the guide on the floor next to me, telling me where to go and what to do next. I beat the game without much trouble. But it felt like work. I barely enjoyed it at all. A year or two later, I went back and replayed it, using only snippets of a leveling guide from gamefaqs (as I intended to get through the storyline and into the bonus content; plus early Zodiac Spear is hilarious). It was so much more fun. Even though I had already seen most of the world, I was exploring it for the first time. I was actually seeing Ivalice, and not reading a book about how to get through it as quickly as possible.
From the time I finished that first playthrough of FFXII, I've largely sworn off guides and walkthroughs. If you can enjoy a game with them, that's your thing, but I personally cannot experience a game while following words like I'm trying to just get it out of the way for the next game.
That said, I do use them when I get stuck. Which is rarely. I tend to rate games by how often I have to use guides-- if the way to proceed isn't apparent, it's almost always a problem with the game's design, not my problem solving skills. A good example of this being Majora's Mask's "this gate is too high" equaling "you need a horse, but before you can get that you're going to need to go up north, none of which is ever explained to you". Another being LifeLine (although I am seriously loving this game), I frequently have to fall back on a guide to know what phrase to use to get the character to do something. A game that is never so obtuse that you give up on a problem and seek a guide (assuming the answer isn't an "oh, duh" moment), but isn't so easy that you never use so head, is about the best compromise.
I sometimes go back after I beat a game to look at guides, especially for things with multiple endings (Indigo Prophecy, Shadow of Destiny, Persona 3), or lots of easter eggs (Metal Gear Solid), or otherwise things that are easy to not see the first time around.
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