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For instance, money and the shops. When I first played I went into the shop and couldn't buy anything. I thought to myself "I must not have money." So I kept playing and I eventually found one of the gearbit fragments (the gold cubes) and it filled in one of four spaces in my inventory. So I thought "I wonder what will happen if I collect 4 of these." When I did, it combined into a full gearbit and I was like "Oh, this looks like that gold cube icon from the shops. This must be currency!"
It's kind of similar in how npc "dialogue" works. It shows pictures instead of text, where I was examining each slide to process what was happening in them, and how they collaborate with each other in order to form a narrative in my mind. Something similar works with HLD's overall plot, where it expects the player to observe, mentally mull it over, and draw a conclusion.
You don't need to feel bad about not liking that kind of connect-the-dots style relay of information. Maybe you just find it contrived and too artsy-fartsy to be enjoyable. There's nothing wrong with preferring clear-cut communication.
At the same time, sometimes people connect with different things just because of how our brains work. I'd long thought puzzle games weren't for me until I played Antichamber and The Witness. Maybe the previous puzzle games I saw weren't as well-designed, or maybe these were different types of puzzles, or maybe I'm just thick. I don't know for sure (well, I know I'm not *that* thick), but I've since found more that I do like. I hardly ever feel like I "get" poetry, but I often grasp layers of meaning in song lyrics that many overlook. Maybe the music sets my mind down the right path, I don't know. I just try to be honest with myself about not shirking away from a challenge, and try to learn from others as much as I can.
Coincidentally, I've beat both Fez and HLD and loved them both. With Fez, the whole mystery of what is going on is part of the appeal, and if you're diligent with your curiosity, it pays off in a massive way, because you can and do find out what the heck is going on in a most satisfying fashion that wouldn't be anywhere near as good if you didn't have to work for it. HLD's vagueness of dialogue and narrative is more of a stylistic choice, I think.
I wouldn't be surprised if the fact that these games are really hard to grasp may partially be traced back to nostalgia for the good old games with poor design. The result works for some people, and frustrates others.
OP, you're not alone. There are quite a few reviews with negative recommendations from people who also don't enjoy the vagueness of these games. Personally, I love this narrative style, but I understand why it's not enjoyable for everyone.
I'm 20 years old, but I'm definitely a very diy, figure it out kind of person. I love puzzles and programming. And I don't always feel like I need to fully understand or be able to explain something in order to like it—I can just vibe with it, live in the aesthetic. My favorite movie is Cloud Atlas and I didn't fully work out the plot until the third time I watched it. I still loved it with my entire soul the first time, when I had no clue what had just happened.
I'm actually a game designer. I did a playtest with someone recently, and the player's main feedback to me was that at any given point, they didn't know what they were "supposed" to do. It's not that they didn't understand the controls, it's just that they were used to games that gave them a clear objective and method to reach it at all times, whereas my game required them to connect a few dots. I had another playtest the same day with someone who played more puzzle games, and it went brilliantly. It was just a difference in expectations between players.
I think one thing that could help with this is the way a game is marketed. If those games put more of an emphasis in their descriptions and trailers and such on the "lost and found" aesthetic, it might attract more players who enjoy that. I'd be curious, though, if there's a way to make the game fun for both types of players. For example, if there were an "explained" version of the game where it gave you some story text, puzzle explanations, and maybe dev commentary that appeared in a sidebar as an option when you enter an area. It would make the game playable for people who don't enjoy uncertainty, and it would be fun extras for players who play the game normally and then want to learn a little more about the world.
I should have replaced my entire post with this.
Re: making such games fun for both types of players, Jonathan Blow had a few interesting things to say about that during his development of The Witness. In sum, he thinks you can't without sacrificing the integrity of the game. I don't have an actual link to him saying so but if you look up the Blow Fan youtube channel you'll probably come across it eventually.
For the record, I also loved Fez, and totally hated "The Witness", which I found it horribly contrived and boring, but generally I love all kinds of puzzles and puzzle in games.
It took me 13hr to finish HLD, and I THOROUGHLY enjoyed it, after pushing through the first 1-2hr, which was slightly confusing.
What I think is brilliant in this game is the sound, like in Fez, atmospheric ambient synth that really make the world and story feel more immersive. The level designs and the subtle puzzles. The sense of it being difficult and deliberately mysterious but revealing itself to you slowly, more and more, so you never feel like you're stupid or that it's "too hard", just that the extra bit of information you need is around the corner, or that you need to keep exploring a bit futher.
This game to me was an immersive journey to a foreign land that unfurled itself slowly, interposed with bouts of exciting sword and gun fights, and then restful atmospheric moments where you might come across a huge waterfall or a snow-capped mountain, or a giant fossilized skull. And then followed up with a series of platform style puzzles.
Honestly I thought it was brilliant.
To the OP, thanks for posting your question, and being honest, sometimes it's hard to understand why you don't like a game that you SHOULD love. Like with The Witness, I went in assuming that I would love this critically acclaimed puzzle masterwork, but I absolutely hated every minute, when I wasn't completely bored.
What I would suggest is that sometimes you are more in the mood for one game than another. HLD was the sort of game that I would only play after 6pm when my work was over and I was able to completely relax for at least 45min, and unwind into it. So I wouldn't play it late into the night like at 1am, when I'm too tired to process puzzles and in a rush to get to bed.
I reckon you should give it another try, turn up the volume, use a game controller, and give yourself freedom to 'just explore' the world.