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The X-Files Game

filfre.net

21–30 of 37 posts

Re: The X-Files Game

#21

Related X-Files parts (more about the show's origins and development): https://www.filfre.net/2024/09/the-truth-is-out-there-part-1... https://www.filfre.net/2024/09/the-truth-is-out-there-part-2...

I'll put a word in for the game Bureau 13 and its related novels. Secret govenment agency that protects us from weird stuff. It's halfway between X-Files and Get Smart. https://en.wikipedia.org/wiki/Bureau_13

Re: The X-Files Game

#22
post #6

Earlier quoted context omitted.

I feel like 90s PC games were filled with things like this. Stuff that would be probably day one patches in the following decade, but that (of course) wasn't a thing then. I remember at least two of the Police Quest games having similar breakage, where you just couldn't go forward after putting 20+ hours into the game, because of a choice you made early on.

I think that was fairly common with sierra games, happened a lot less with Lucas ones.

That seems like a horrible design choice, though. It just randomly and gratuitously punishes the player for something they couldn't even have foreseen.

Re: The X-Files Game

#23
post #6

Earlier quoted context omitted.

I feel like 90s PC games were filled with things like this. Stuff that would be probably day one patches in the following decade, but that (of course) wasn't a thing then. I remember at least two of the Police Quest games having similar breakage, where you just couldn't go forward after putting 20+ hours into the game, because of a choice you made early on.

I think that was fairly common with sierra games, happened a lot less with Lucas ones.

While frustrating, obtuse, absurd, and a plethora of other adjectives aside, those (early, at least) Sierra games had the benefit of being pretty short. If you screwed yourself because you walked over the bridge one time extra in King’s Quest 2, a restart only cost you somewhere in the neighborhood of half an hour. (I’m not sure about later games, though. Maybe they were worse?)

Re: The X-Files Game

#24
post #6

Earlier quoted context omitted.

I feel like 90s PC games were filled with things like this. Stuff that would be probably day one patches in the following decade, but that (of course) wasn't a thing then. I remember at least two of the Police Quest games having similar breakage, where you just couldn't go forward after putting 20+ hours into the game, because of a choice you made early on.

I think that was fairly common with sierra games, happened a lot less with Lucas ones.

It didn't happen at all after the first couple Lucas Arts game. The made it impossible to get stuck as a design principle.

Re: The X-Files Game

#25
post #6

That was a fantastic read. My best friend back in school had this game and I played it several times during school holiday. As described in the article, it felt like an actual episode of the X-Files. Had an interesting packaging as well because of the 7 CD's it included. If I remember correctly, it did have a showstopper in, not sure if intentional or not. At the very beginning, when the reporter asked you for inform…

I feel like 90s PC games were filled with things like this. Stuff that would be probably day one patches in the following decade, but that (of course) wasn't a thing then. I remember at least two of the Police Quest games having similar breakage, where you just couldn't go forward after putting 20+ hours into the game, because of a choice you made early on.

There's definitely a Space Quest game where if you kiss an alien early on there's a non-escapable death by stomach-bursting right near the end.. bummer if you saved after the kiss (I did).

Re: The X-Files Game

#26

I worked for the game studio as an intern in the lead up to them making this game. They had a few games in the can already that used this kind of game pattern (quantum gate, QG2: vortex) .. while I was around they were producing their own engine to build their next game which eventually became the xfiles. They kept the lights on doing a bunch of random CDROM industry work (cd rom magazines, educational stuff, etc) We…

What was it like working there? Any interesting stories from the experience?

Re: The X-Files Game

#27
post #6

Earlier quoted context omitted.

I feel like 90s PC games were filled with things like this. Stuff that would be probably day one patches in the following decade, but that (of course) wasn't a thing then. I remember at least two of the Police Quest games having similar breakage, where you just couldn't go forward after putting 20+ hours into the game, because of a choice you made early on.

I think that was fairly common with sierra games, happened a lot less with Lucas ones.

There was even a gag about it in the Curse of Monkey Island (Lucas) where your character (Guybrush) seemingly dies and credits start to roll, but the narrator recognises that it is not a Sierra game, credits start rolling backwards and the game resumes.

Re: The X-Files Game

#28
post #22

Earlier quoted context omitted.

I think that was fairly common with sierra games, happened a lot less with Lucas ones.

That seems like a horrible design choice, though. It just randomly and gratuitously punishes the player for something they couldn't even have foreseen.

It was (for modern games), and it wasn't (for games of the time).

Given media storage capacity and computational limits, a lack of internet, and the scheduling dictates of boxed software...

I remember playing games much longer, before the next one was available.

Consequently, design choices that seem sadistic now were part of the replayability.

In the same way that shmups, bullet hell, and insane platformers (and more recently *Souls) all have their own fanbases.

Re: The X-Files Game

#29

That was a fantastic read. My best friend back in school had this game and I played it several times during school holiday. As described in the article, it felt like an actual episode of the X-Files. Had an interesting packaging as well because of the 7 CD's it included. If I remember correctly, it did have a showstopper in, not sure if intentional or not. At the very beginning, when the reporter asked you for inform…

You just unlocked a memory for me - I distinctly remember playing this with my friend on his computer and we were just completely stuck at the ship, with no way forward. We must have missed the reporter!

Re: The X-Files Game

#30
post #28
post #22

Earlier quoted context omitted.

That seems like a horrible design choice, though. It just randomly and gratuitously punishes the player for something they couldn't even have foreseen.

It was (for modern games), and it wasn't (for games of the time). Given media storage capacity and computational limits, a lack of internet, and the scheduling dictates of boxed software... I remember playing games much longer, before the next one was available. Consequently, design choices that seem sadistic now were part of the replayability. In the same way that shmups, bullet hell, and insane platformers (and mor…

It's not the same. I still remember playing Grim Fandango all the way to one scene before the end, getting hit by a bug that meant I couldn't trigger the final scene, thinking "fuck this" and quitting.

I never did finish the game, even though it was the only game I'd have in a few months. Injustice is injustice, and players resent it.

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