![]() ![]() DeathSpank uses collectible Fortune Cookies to unlock hints about how to progress with quests.An Untitled Story features a crystal ball that, for increasing price, will give you hints for finding hearts.In Ōkami, you can buy hints from the fortune teller about where to go next.Tomb Raider: Underworld has a Hint on request system, though it is of dubious benefit.Finally, The Legend of Zelda: A Link Between Worlds has the same Fortune Teller as A Link to the Past, who offers useful-if-simple hints for a Rupee fee, and the much more helpful Hint Ghosts, which can only be seen if you wear the Hint Glasses and give direct clues in exchange for a Play Coin.The Legend of Zelda: Skyward Sword, and the 3DS remake of Ocarina of Time before it, both have the Sheikah Stone, who tells you how to do anything from completing sidequests to fighting bosses if you're having trouble with them.The Legend of Zelda: Twilight Princess and A Link to the Past both have a fortune teller who can provide hints for a fee, either on where to go next or where to find Heart Pieces.Say what you will about the annoyance of The Legend of Zelda: Ocarina of Time's Navi, at least she'll point you in the right direction if you wander around enough.You don't even need to be in the same world as him to do this! Need help? Touch a special tile on the walls of dungeons and this guy is always there to help. In The Legend of Zelda: A Link to the Past, Sahasrahla is good for a clue or two when Link gets stuck.Later The Legend of Zelda games have some sort of adviser reminding you where to go next.Player Nudge is an one-time version of this. ![]() The hints themselves might appear as text on the screen, your Exposition Fairy making a suggestion or some sort of visual clue such as a glow around the object you need next. Some games collect all these hints, and urges you to collect them all. Can be pretty annoying if the loading is too quick, while there are no means to view them outside a loading screen. Hint on loading: Random hints that may appear on the loading screen, so as to kill you time while providing useful information.Can be insulting to players, as much like Easy-Mode Mockery it's basically the game saying that it thinks you suck so much you need help. Hint on failure: If there is some way to fail at a puzzle other than just taking too long (often death) then after a certain number of failures the game starts handing out hints.Can come across as annoyingly pushy if the player is just spending time exploring or admiring the scenery. Take too long and the game assumes that you're stuck and need a hint. Hint on delay: The game has some sort of timer to track how long you're taking.Many systems will give progressively more helpful hints until the player catches on, so as to give as little help as they can and therefore preserve as much of the satisfaction of beating the puzzle as possible. It can either give players a small nudge in the right direction or smack them upside the head with the board of knowledge and show them the full solution. So in order to include puzzles hard enough for the Hard Core while still giving all players a good chance of beating the game without resorting to a guide, the developer can include a Hint System. Developers want to make sure that their games aren't too easy to be fun but they don't want players getting stuck on a puzzle and ending up having to choose between Unwinnable or Guide Dang It!. While other aspects of the game difficulty can be balanced by adjusting settings such as health and damage points, time limits, number of opponents and so on, with puzzles it's often a case that either you "get it" or you don't. Balancing the difficulty of puzzles in a videogame can be tricky. ![]()
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