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JMich: Once more, let me point out the Universal Hint System. It gives you enough of a nudge to allow you to solve a puzzle without giving you the full solution in one go, though you can always get that as well. Take a look here for the pod/scalpel example.
I remember stumbling across UHS years and years ago, shortly after I first got internet access. Don't know what I would've done without them. Thanks for pointing it out again. :)
The off the wall logic needed to solve Point&Clicks has solidified that i don't like them in general. Pretty sure i can find my review of the Blackwell Bundle. The only thing i could think is you try to play each game in a single sitting.

Some games like Back to the Future has a built-in hint system, which gets blunt enough to tell you just what to do at level 5. Thankfully that was good enough for me not to rely on external sources; Although the game didn't feel like the franchise it was built on, more like an animated fan fiction... But that doesn't matter.

My thoughts? Get the walkthrough, and refer to it if you get stuck. Most walkthroughs are divided up by sections.
While they're not exactly the same thing as point and click adventure games, you could always try some popular more modern VN influenced games like Phoenix Wright, Zero Escape, Danganronpa, Professor Layton, etc.. since they're a lot more reasonable to figure them out on your own since they're not particularly moon logicy
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JMich: Once more, let me point out the Universal Hint System.
Yep, I know that website. But for my personal challenge to beat a game without any help I feel still like cheating. Maybe it's just because I've never finished one game without looking a thing up. If I ever beat that challenge maybe I'm more cool about this. I don't know :D

But generally this site is very cool and I like this hint system. As for Runaway 1 for one puzzle it was enough to look up in walkthrough and I somehow magically find the exact part where the solutions began and i've only read "hotel", I immediately closed the walkthrough and knew what to do.

The tip with quiting the game and come back did actually help my recent problem with Runaway 2. I stated I was frustrated and already tried all weird things but the solution was again very simple and I got without trying, it was more like a snap and I was like "HOLD ON A SEC!", moved to the area where I needed to be a solved the puzzle.

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rtcvb32: Pretty sure i can find my review of the Blackwell Bundle. The only thing i could think is you try to play each game in a single sitting.
Would you kindly share it? I've played the first two Blackwell games and I needed just to look up one time in order to solve the puzzles. And regarding my P&C history this is the best result I've ever got so I think they're not too bad at the puzzle department.
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JMich: Once more, let me point out the Universal Hint System.
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Filben: Yep, I know that website. But for my personal challenge to beat a game without any help I feel still like cheating. Maybe it's just because I've never finished one game without looking a thing up. If I ever beat that challenge maybe I'm more cool about this. I don't know :D
I do treat using the UHS similar to asking a classmate during recess for help with a puzzle. So he would nudge me, but not give me the full solution at once. So I find hints acceptable, even if one doesn't like the full blown walkthrough.
Your mileage may vary though, so use whatever feels right for you :)
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Filben: Hey guys, how do you feel about looking up solutions for a puzzle? How long does it takes you before you give up and look things up?
I have no problem with it, and typically look up a solution after about 5 minutes. I'd much rather go through a game's story and interactions than get stumped by (sometimes illogical) puzzles, and I find that quite often the problem isn't with my solution but that I needed a particular sequence of actions to achieve it (for example, doing what I did in a particular place, or doing something else unrelated before it to enable the solution). Even when that's not the case I'd still rather just walk through a place I'm stuck at than spend time trying to find the solution.
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Filben: Would you kindly share it? I've played the first two Blackwell games and I needed just to look up one time in order to solve the puzzles. And regarding my P&C history this is the best result I've ever got so I think they're not too bad at the puzzle department.
Sorry, never saw a notification for this... Here is my short overview of my experiences.
I like the part where you look at a puzzle and devise strategies to get past them. As long as I have general ideas how to deal with it, even if I don't quite have the solution yet, I'll keep trying.

The point where I use walkthroughs is when I feel that I have unsuccessfully tried all my options on a puzzle and have no other puzzles to turn to. And that's okay...
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JMich: Once more, let me point out the Universal Hint System. It gives you enough of a nudge to allow you to solve a puzzle without giving you the full solution in one go, though you can always get that as well. Take a look here for the pod/scalpel example.
Yes, I saw this topic and I thought about posting this. It's a very old system already. I used to have the MS-DOS version and it was very useful. :) +1! ;)
I almost gave up on adventure games way back when you would
get stuck for days.

You could call a hint hot line for so much a minute or per hint.
Also, solution books could be purchased for $20 or more.
This was after you already paid $30, $40, $50 for the game,

The-Spoiler was one of the first site I found where you could print
out text walkthrus/hints.

Lindas Walkthru site was also nice.

I enjoy the scenery, artwork, and stories as much as the puzzles.
So, it doesnt bother me to peek at a hint to continue the game.

I would never finish these wonderful games if not for the hints.

PS
Gabriel Knight was the final straw that almost made me quit
adventure games. I dont know how you were supposed to think to
put glue on the fence and stick the cat through the knothole
to get hair for the mustache...
I ended up really enjoying that game all the way to the end.
Id of missed out on a lot if I d became stuck at the mustache point.

That is what drove me to walkthrus.
Post edited January 30, 2015 by Sam2014
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Sam2014: I dont know how you were supposed to think to
put glue on the fence and stick the cat through the knothole
to get hair for the mustache...
LOL this sounds hilarious if you'r not experienced that P&C drama by yourself :D

I actually looked up again (twice) for Runaway 2. Reason was I thought I have found a glitch and I was merely looking for "Runaway 2 chapter 4 bug". Then I figured I have using the wrong direction of item combination in the inventory. Instead of using a chainsaw with butter knive it has to be vice versa.

Then in chapter five I should invent something helping people to eat slower... all I've found was an trident which could have been a huge fork (as the protagonist proposed). But from there I had no idea. I looked up just vagely on google and found just one term "fork sand glass". From there I knew I had to get rid off the wine to get two empty bottles, fill them with my sand, tie them together with my cable fixer and combine it with the fork. A fork-sand-glass... how do you suppose to think of that? Maybe I had figured earlier to empy the bottles...

So technically I failed again XD
I feel exactly the same as you, I'm playing Deponia and sometimes I spend an entire hour or two trying to figure out a thing, when I search for the solution, it's very obvious and easy.
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Filben: How do guys feel about this one?
Same as you, I hate it but I've hardly ever finished one without doing it. For one game (Gabriel Knight 2), I actually tried to analyze why, taking notes whenever I got stuck and had to use a walkthrough, writing down the reason I wasn't able to solve it on my own. And sadly, it turned out to be the 101 of bad game design: pixel-hunting (oh, there was an item or exit hidden here behind that tiny hotspot), railroading (there's nothing of interest here now, oh, but all of a sudden there is, why didn't you come back and check again?), changing of rules mid-game (ok, up until now everything important was automatically written down for you, but not this time, this is a PUZZLE!) etc. etc.

I think most point and click adventures need more in-game hints. Not an in-game hint book, but actual hints given in the character's speech lines. On the most basic level, for example, the player character should never just say generic stuff like "That doesn't work", but give a reason why it doesn't work. And it should make sense.
Post edited January 30, 2015 by Leroux
I always just run through them with a walkthrough and sometimes a backseat driver, since I'm really just in it for the story and I have so many other games to play.
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JMich: Once more, let me point out the Universal Hint System. It gives you enough of a nudge to allow you to solve a puzzle without giving you the full solution in one go, though you can always get that as well. Take a look here for the pod/scalpel example.
Seems nice, but only applicable in some cases, as the database is lacking a lot of games, especially newer P&C adventures and indies. I found the likes of Broken Sword, The Longest Journey and Monkey Island, but e.g. no Daedalic or WadjetEye adventure.