this post was submitted on 11 Apr 2025
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[–] [email protected] 223 points 3 weeks ago (1 children)
[–] [email protected] 64 points 3 weeks ago (16 children)

How dare that person not plant some pies in there every now and then

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[–] [email protected] 218 points 3 weeks ago (12 children)

This is the exact same instinct that drives us to run away from the obvious path first. "Clearly that's where the final boss is. Let me just check what's down this way first..."

"...oh no wait, there's a point-of-no-return ledge here. Ok, so maybe that other way was actually where the secret was. I'll go back..."

"...hmm, there's another ledge on this side too. Let me just put in a save point and...ok, yeah, this one is the final boss. Let me reload and check the other path..."

"...ugh, it restarted me way back here? And respawned all the enemies when I reloaded? That's frustrating..."

"...THEY BOTH. LED. TO THE SAME. EXACT. PLACE."

[–] [email protected] 136 points 3 weeks ago (4 children)

This is why I have 120 hours in 40 hour games.

[–] [email protected] 46 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

This, plus looking at a tiny little toe-sized piece of unexplored minimap on the opposite side of the world and thinking, "but what if there's something important there?!"

[–] [email protected] 18 points 3 weeks ago (3 children)

This, plus dragging every scrap of loot back to town to sell, no matter how bad the value/weight ratio is.

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[–] [email protected] 17 points 3 weeks ago

I play games this way too, but I feel like the bigger factor in my playtime way higher than necessary is that I don't want to miss any dialogue so I talk to every NPC until they repeat themselves. Most of the time that's the second time you talk to them so I definitely get a lot out of that.

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[–] [email protected] 56 points 3 weeks ago (1 children)

Accidentally going the right way is so infuriating.

[–] [email protected] 14 points 3 weeks ago

Especially if you get too far and the game takes control of your character to start a cutscene before you can turn back around.

[–] [email protected] 31 points 3 weeks ago (2 children)

WTF I don't come here to be attacked like this

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[–] [email protected] 119 points 3 weeks ago* (last edited 3 weeks ago) (7 children)

That's why I find idea that no gamer in Ready Player One tried running a car backward offensive.

[–] [email protected] 67 points 3 weeks ago (1 children)

Its like, people rub against every square inch of geometry in say, Destiny 2, just to get out of bounds. It's insane that no one just...tried cause they're bored even.

[–] [email protected] 34 points 3 weeks ago (3 children)

I always remember back in world of warcraft, before you had flying mounts, there were spots you could spam jump on to slowly climb the barrier mountains and get up to the flat area they never meant for you to see. Good times.

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[–] [email protected] 25 points 3 weeks ago (2 children)

There’s a little explanation in that it costs to get in to the race. So naturally people wouldn’t want to waste the attempt, except there’s always someone that will pay the fee and try just about anything.

[–] [email protected] 21 points 3 weeks ago

That might buy you a few days, but not the absurd amount of time in the story.

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[–] [email protected] 94 points 3 weeks ago (1 children)

Developer: here's a fun little thing people will be excited to find!

Player: I will never trust anyone again

[–] [email protected] 28 points 3 weeks ago (3 children)

I love it, when Devs anticipate that players might break their levels and reward them for it.

E.g. when I played Supraland, I had it happen several times, that I managed to get to places that were obviously not intended to be reachable - you know the drill: Low poly terrain, low res textures, holes in the terrain, invisible walls everywhere,... You keep exploring that wasteland, carefully managing to not fall of, go around a corner and... There's a chest there waiting for you.

Or some of the coin stacks in Super Mario Odyssey, that you'll never really see or collect, until you do some crazy trick jumps or so to get on top of $building.

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[–] [email protected] 88 points 3 weeks ago (3 children)

Every single waterfall I find I must check behind it, forever.

[–] vulgarcynic 39 points 3 weeks ago (1 children)

I still get irrationally upset when there isn't. But, if a game gives me a waterfall find (or 2, or 3 like Avowed) it will rocket to the top of my list.

Lived in a place that had a koi pond and waterfall fountain years ago. I placed a small adventurer and treasure chest behind it. Wonder if it's still there.

[–] ghost_towels 25 points 3 weeks ago (1 children)

I really love that you did that. I hope some kid (or an adult that’s a kid at heart) found it! Imagine how stoked they were!

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[–] [email protected] 74 points 3 weeks ago (3 children)

Donkey Kong Country did this to me forever

[–] [email protected] 16 points 3 weeks ago (1 children)

Also at the end of the level. I remember 3 had balloons n stuff there.

[–] [email protected] 20 points 3 weeks ago (6 children)

Mario world has some secret exits you had to access by going under the goal and past the ending as well.

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[–] [email protected] 72 points 3 weeks ago (7 children)
[–] [email protected] 20 points 3 weeks ago (1 children)
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[–] CidVicious 51 points 3 weeks ago (2 children)

I always try to figure out which direction the game wants me to go so I can try going the opposite way first.

[–] [email protected] 19 points 3 weeks ago

I mean, we can't risk advancing the game and leaving unexplored areas behind

[–] [email protected] 17 points 3 weeks ago (4 children)

It's almost frustrating to play something with no intended path because it takes away my option to deliberately take the wrong one.

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[–] [email protected] 51 points 3 weeks ago (2 children)

Credit to Tim Buckley for briefly becoming one of the most widely mocked people on the internet and spawning a meme that lives on to this day but just rolling with it and continuing with his dream of making webcomics.

[–] [email protected] 18 points 3 weeks ago (3 children)

Iirc correctly there was something about somewhat scamming his patreons or so. Ny memory is hazy but something about a drawing tablet?

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[–] [email protected] 39 points 3 weeks ago (1 children)
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[–] [email protected] 39 points 3 weeks ago

It's not just one game.

I still do this, and it regularly reaps benefits.

[–] [email protected] 33 points 3 weeks ago (1 children)

TIL CAD is still going and it looks different.

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[–] [email protected] 32 points 3 weeks ago (1 children)

Also in this list: checking under stairs and behind waterfalls

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[–] [email protected] 32 points 3 weeks ago (1 children)

In Sega Genesis/Mega Drive Aladdin in several levels in the beginning you have go forward a bit and then return back to the start to find the secret. Needles to say, it also messed me up for life.

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[–] [email protected] 32 points 3 weeks ago (4 children)

The most damning game for me was Dragon Ball Z: Super Saiya Densetsu on SNES.

It was an rpg. A good like 10 hours into the game you're wondering around on Planet Namek and the only way to progress in the story is to find Dende. Well you get pretty much no info or hints about where he is. Well all the houses and huts all have decorative pots in them, kind of like the kind you could smash in Zelda games. In DBZ, at no point was anything in any of these pots, and you couldn't break them, or even get acknowledgement that pressing a button near one of these pots even "checks" the pot. All the pots seem to just be decor you can't interact with.

Of course, that's where Dende was. The only thing in any pot in the entire game was a kid that you were required to find in order to continue progressing, found half way into the game after you've decided already that the game won't let you interact or check pots, and then making you check all the rest of the pots for the rest of the game because "they hid one thing in a pot, surely there could be another".

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[–] [email protected] 30 points 3 weeks ago (2 children)

And then the movie adaptation of Ready Player One acted like placing something before the starting line is some kind of super-sneaky hiding method.

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[–] [email protected] 26 points 3 weeks ago (2 children)

For me it's waterfalls - have to check behind every single one for a hidden cave.

This has proven to be problematic in real life, like when I visited Niagara...

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[–] [email protected] 26 points 3 weeks ago (1 children)

That's what's bugging me about Ready Player One the most. You can't tell me it took YEARS for gamers to figure out the secret about the racing track.

[–] [email protected] 18 points 3 weeks ago (1 children)

The secret that took years to solve was more obscure than just a special jump in a race in the book.

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[–] [email protected] 25 points 3 weeks ago (1 children)

As a Wolfenstein 3D player that checks every square centimeter of every wall for secret passages, I feel this pain.

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[–] RowRowRowYourBot 23 points 3 weeks ago (1 children)

Tons of games did this in the 2d side scrolling period.

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[–] [email protected] 20 points 3 weeks ago

Kids these days didn't know how to video game.

[–] [email protected] 16 points 3 weeks ago (1 children)

Old school Armored core gamer here. This is me.

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[–] [email protected] 16 points 3 weeks ago (1 children)
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[–] [email protected] 14 points 3 weeks ago (2 children)
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