pre-millennial psychic expectancy
A problem that plagued many adventure games in the computer gaming market during the 80's and early 90's, wherein the way in which one had to proceed was so ridiculously complicated and obtuse, you'd have to be psychic to know it on your own.
The game developers expected you to either be psychic, buy a guide book, or call one of their ridiculously priced tip lines to rack your parent's phone bill up the ass, just to get past one screen.
This is obviously no longer a problem in games today, given that the internet now makes it easy to find a walkthrough for pretty much any game.
Often results in frustrated pixelbitching
The game developers expected you to either be psychic, buy a guide book, or call one of their ridiculously priced tip lines to rack your parent's phone bill up the ass, just to get past one screen.
This is obviously no longer a problem in games today, given that the internet now makes it easy to find a walkthrough for pretty much any game.
Often results in frustrated pixelbitching
Person 1: "How's Simon the Sorcerer going dude?"
Person 2: "It's good, but some of the puzzles are ridiculous! One of them, I had to try and wear a dog, so that it would be magically transformed into a pair of Hush Puppies, to sneak past a guard. Good thing I found a walkthrough online, but talk about pre-millennial psychic expectancy!"
Person 2: "It's good, but some of the puzzles are ridiculous! One of them, I had to try and wear a dog, so that it would be magically transformed into a pair of Hush Puppies, to sneak past a guard. Good thing I found a walkthrough online, but talk about pre-millennial psychic expectancy!"