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I mean its a bad example, but not the only example of obtuse puzzles in games preventing forward progress in game. Dead ends and not being able to finish if messed up a previous steps were real problems. This was a bigger issue when the internet wasn't available to help out. I like adventure games, but even still they can be difficult and frustrating (although maybe I'm not great at them) Puzzle Dependency charts in…
Sierra's early catalog was basically a large collection of dead-man-walking situations. A key item for the endgame of Space Quest 1 stops being available 5 minutes into the game. Kings Quest II has a bridge that can breaks down every time you cross it, and you must do the right thing on every single crossing, as one superfluous crossing alone will end the game. Even as far as 1991 they were still making games where y…
A lot of early adventure games were Cruel - requiring the user to replay the game over and over because they got something wrong was a cheap way to extend play time without having to add more content. Thankfully, most modern developers have realized that players hate having to do that.