Blue Prince

Blue Prince

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To those of you not enjoying the game...
Let me ask you a simple question, yet a deceptive one, much like the game..

How many of you have opened the Orchard Gate? I ask this in honest faith because I feel this is the first step to understanding what the vision is for the game.

I feel this is an incredibly simple thing to do for a new player, probably one of the most vital, and the most likely thing players will stumble upon, should they be exploring properly.

If you haven't even opened this gate than you haven't even BEGUN to scratch the surface of the depth of this game. You really don't know how deep the rabbit hole goes...

You can open that Orchard Gate Day 1 if you know how.

I can confidently tell you that if they did not change anything from the demo in terms of codes or puzzles that I can boot up a brand new save file and open that gate right now having just purchased the game. It is all here in my journal from the demo, which they literally tell you have and to take notes or you won't be getting far.

This is the the major progression and satisfaction of accomplishment the game gives you. It gives you knowledge, that is why it is being compared to Outer Wilds and such.

If you don't understand that, then I'm afraid you've missed the point.
Dernière modification de PersonalC0ffee; 12 avr. à 5h20
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Objectively correct.
Tyler David Kirk a écrit :
Objectively correct.

I think that is what fascinates me so much about Blue Prince.

My personal knowledge, is the unlock.
Nathair 12 avr. à 7h00 
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Day 26, obtained the 4 permanent upgrades that show up on the blueprint screen (orchard, gem cavern, etc), lit the 4 blue lamps, reached antichamber/found basement key+door, figured out the room paintings message, figured out the tomb puzzle, the chess puzzle, the VAC breaker puzzle, etc, etc.

Whole time i was waiting for the game to actually bring out something interesting to engage with (it never did). The moment to moment gameplay is monotonous (time wasting dartboard weee~). Didn't draw the pool room and then draw the pump room and then draw the boiler room in a location where it's connected to the pump room? Then ♥♥♥♥ you no progress for that line of investigation for the day.

So much of the game feels designed to waste your time. The absurdly slow movement speed, the dartboard primary school tier maths equations, the computer terminal boy i sure love spending 15 seconds just to change the offline keycard readers to unlocked every time i enter the security room yippee what fun.

When you learn something new in outer wilds you can immediately go to the location or whatever and apply your knowledge/theory. Bought a book from the bookshop in Blue Prince? Hope you then draw a library. Then order in the new book. Then wait a day for the book to come in. Then hope you draw a library again so you can read the book. Then wait another day so you can order another book so you can wait another day so you can read it etc etc.

The problem is not the puzzles (except the dartboard, destroy it) or the mystery elements, it is the egregious time wasting mechanics that add nothing to the experience.
Dernière modification de Nathair; 12 avr. à 7h04
I'm sorry the game didn't click for you.

But you don't need to go spoiling it for everyone else.

The Outer Wilds comparison is SOLELY that knowledge is the unlock. Don't spoil outer wilds for me as well.
Dernière modification de PersonalC0ffee; 12 avr. à 7h17
it's a shame the codes seem to always be the same with every play-through
I'm not interested in playing for x amount of hours before I start enjoying it. It should be at least a bit entertaining from the start.
going "dont spoil the game" in the discussion forum for the game is wack, also he didnt spoil anything about outer wilds lmao
Nathair a écrit :
Day 26, obtained the 4 permanent upgrades that show up on the blueprint screen (orchard, gem cavern, etc), lit the 4 blue lamps, reached antichamber/found basement key+door, figured out the room paintings message, figured out the tomb puzzle, the chess puzzle, the VAC breaker puzzle, etc, etc.

Whole time i was waiting for the game to actually bring out something interesting to engage with (it never did). The moment to moment gameplay is monotonous (time wasting dartboard weee~). Didn't draw the pool room and then draw the pump room and then draw the boiler room in a location where it's connected to the pump room? Then ♥♥♥♥ you no progress for that line of investigation for the day.

So much of the game feels designed to waste your time. The absurdly slow movement speed, the dartboard primary school tier maths equations, the computer terminal boy i sure love spending 15 seconds just to change the offline keycard readers to unlocked every time i enter the security room yippee what fun.

When you learn something new in outer wilds you can immediately go to the location or whatever and apply your knowledge/theory. Bought a book from the bookshop in Blue Prince? Hope you then draw a library. Then order in the new book. Then wait a day for the book to come in. Then hope you draw a library again so you can read the book. Then wait another day so you can order another book so you can wait another day so you can read it etc etc.

The problem is not the puzzles (except the dartboard, destroy it) or the mystery elements, it is the egregious time wasting mechanics that add nothing to the experience.


This is my exact feeling about the game too. I am sure there are fun puzzles and minigames, but they are hidden under a mountain of slow, annoying and frustrating busywork, tedium and general annoyances.

If you expect your players to repeat the same action on every run (keycard readers), don't make that action as annoying and clumsy as possible for them....
Yep, exactly the same for me. I made almost as much progress as the other guy, but trying to experiment further with the boiler room (i thought i needed to connect it to the foundation) destroyed the goodwill I had towards this game.

You know what was a huge slap in the face? I was grinding out mailroom letters hoping for a clue, and I kept getting hints for stuff that I had solved 6 real life hours ago.
I have 7 hours in the game and no clue what you're talking about.
PersonalC0ffee a écrit :
Let me ask you a simple question, yet a deceptive one, much like the game..

How many of you have opened the Orchard Gate? I ask this in honest faith because I feel this is the first step to understanding what the vision is for the game.

I feel this is an incredibly simple thing to do for a new player, probably one of the most vital, and the most likely thing players will stumble upon, should they be exploring properly.

If you haven't even opened this gate than you haven't even BEGUN to scratch the surface of the depth of this game. You really don't know how deep the rabbit hole goes...

You can open that Orchard Gate Day 1 if you know how.

I can confidently tell you that if they did not change anything from the demo in terms of codes or puzzles that I can boot up a brand new save file and open that gate right now having just purchased the game. It is all here in my journal from the demo, which they literally tell you have and to take notes or you won't be getting far.

This is the the major progression and satisfaction of accomplishment the game gives you. It gives you knowledge, that is why it is being compared to Outer Wilds and such.

If you don't understand that, then I'm afraid you've missed the point.


How dose knowledge of getting the gate open, or lighting the right buttons in the right order, or turning on the 3rd flame by finding it in the shelter after opening up the garage and powering it on, Help me as a player, with drawing a floor plan that will get me to the anti chamber? it dosent. It rellys on dumb luck of not pulling dead ends, corn rooms that point to dead ends, or T shape looking rooms with none pointing north?

How dose knowledge make seeing the same cut scene of picking up a item you have already seen for the 20th time? oo magnifying glass thanks for breaking the flow of the game. ooo dig this spot, cant move, screen goes black, quick pop up of item, oh now i can move again. Knowledge is what will kill this game of any players wanting to play it. Its not fun running outside the house at the start of every run to get to the shelter to roll for a advantage for the day. Thats a boring and slow trip, with the same visuals, same music, just boring.

Its not that players dont want to look around and explore. Its that they have. on days 1-3. They are now re-entering the same rooms that spawn on those days. Its literally nothing new, no new variants of the bedroom where the beds are on the opposite side of the wall and different items litter the room, pantry spawns? run through grab your gold, see if theres a apple/orange and pce out. Is there anything more in that room? ive looked around it, should i be checking it every time i walk through it? just seems bland. and even if there were, whats the incentive to play around with them? very few things are interactive in this game. everything is glued to place. The player is even glued to the ground and cant jump!
Foozo a écrit :
PersonalC0ffee a écrit :
Let me ask you a simple question, yet a deceptive one, much like the game..

How many of you have opened the Orchard Gate? I ask this in honest faith because I feel this is the first step to understanding what the vision is for the game.

I feel this is an incredibly simple thing to do for a new player, probably one of the most vital, and the most likely thing players will stumble upon, should they be exploring properly.

If you haven't even opened this gate than you haven't even BEGUN to scratch the surface of the depth of this game. You really don't know how deep the rabbit hole goes...

You can open that Orchard Gate Day 1 if you know how.

I can confidently tell you that if they did not change anything from the demo in terms of codes or puzzles that I can boot up a brand new save file and open that gate right now having just purchased the game. It is all here in my journal from the demo, which they literally tell you have and to take notes or you won't be getting far.

This is the the major progression and satisfaction of accomplishment the game gives you. It gives you knowledge, that is why it is being compared to Outer Wilds and such.

If you don't understand that, then I'm afraid you've missed the point.


How dose knowledge of getting the gate open, or lighting the right buttons in the right order, or turning on the 3rd flame by finding it in the shelter after opening up the garage and powering it on, Help me as a player, with drawing a floor plan that will get me to the anti chamber? it dosent. It rellys on dumb luck of not pulling dead ends, corn rooms that point to dead ends, or T shape looking rooms with none pointing north?

How dose knowledge make seeing the same cut scene of picking up a item you have already seen for the 20th time? oo magnifying glass thanks for breaking the flow of the game. ooo dig this spot, cant move, screen goes black, quick pop up of item, oh now i can move again. Knowledge is what will kill this game of any players wanting to play it. Its not fun running outside the house at the start of every run to get to the shelter to roll for a advantage for the day. Thats a boring and slow trip, with the same visuals, same music, just boring.

Its not that players dont want to look around and explore. Its that they have. on days 1-3. They are now re-entering the same rooms that spawn on those days. Its literally nothing new, no new variants of the bedroom where the beds are on the opposite side of the wall and different items litter the room, pantry spawns? run through grab your gold, see if theres a apple/orange and pce out. Is there anything more in that room? ive looked around it, should i be checking it every time i walk through it? just seems bland. and even if there were, whats the incentive to play around with them? very few things are interactive in this game. everything is glued to place. The player is even glued to the ground and cant jump!

I can't tell you that, because that's a spoiler.
I will help some of you with this. There are ways and items to manipulate that RNG to your favor; utilize them.
I don't think I ever even drew that card in my several hours of play :conwayshrug:
(Assuming the Orchard Gate is a room?)
That's the biggest complaint; the RNG. You can waste hours of your free time and have zero progress or advancement to show for it. Why wouldn't I just play another game or watch a perfect playthrough on youtube in that case if the game isn't going to respect my time? :/

(Also why are you referencing using Demo data and assuming everyone even knew about this game prior to about a week ago when it started making headlines? That's a moot argument that doesn't really help people)
Stoibs a écrit :
I don't think I ever even drew that card in my several hours of play :conwayshrug:
(Assuming the Orchard Gate is a room?)
That's the biggest complaint; the RNG. You can waste hours of your free time and have zero progress or advancement to show for it. Why wouldn't I just play another game or watch a perfect playthrough on youtube in that case if the game isn't going to respect my time? :/

(Also why are you referencing using Demo data and assuming everyone even knew about this game prior to about a week ago when it started making headlines? That's a moot argument that doesn't really help people)

The Orchard gate IS NOT a room per se.

This game has been making headlines since it showed up in the Steam Nextfest of like mid last year, summer maybe fall? I am referencing demo data because I have hundreds of hours playing the demo.
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