Ian replied:
I think that particular design is horrid and it's why I don't like old school Sierra games.
However:
I do think there are *ways* to make those design decisions work if you come at them a little differently.
The game progressing even when you miss something also happened in Gabriel Knight: Sins of the Fathers, but that game was designed so that you could go back and find the things you missed much later in the game. It allowed you to make mistakes and suffer consequences without rendering the game unwinnable. (I don't think it entirely worked there, either, but it worked *better* than King's Quest.)
The infamous "Oops You're Dead" design of old Sierra games - where making a small mistake can get you killed at any time which discourages exploration - works much better in, say, Telltale games, where you can die suddenly but the game autosaves and takes you back to right before you died. Still keeps some of the danger and "realism" of death, but, again, without the dead end.
You can even render the game, in a sense, unwinnable in The Last Express, where you can fail to solve a section of the game and the player just gets off the train without ever solving the mystery, but then the game rewinds to the last point where you could have actually solved the sequence. So not only does it not punish you for screwing up, where it rewinds you to is a subtle hint about what you have to do differently. (The Last Express is one of the best adventure games ever made and you should play it right now.)
So, yeah. Most of Sierra's design was deliberately unfair to incentivize buying the hintbook. But there are ways to be harsh while also being fair.
Anonymous commented:
do you think there's value in the downright sadistic approach to game design that Roberta Williams had in the King's Quest games? I would end up hating a game that lets me progress fully aware I have fucked up and can't win without letting me know what i did wrong (for example: the mouse puzzle at the start of KQ5), but at the same time i can see the appeal of a more """""realistic"""" experience, as in you don't know you've fucked up until it's too late.