Critical analysis of the games of the "search for objects" genre

Today the world is filled with a huge variety of games - from the simplest and most peaceful to the most sophisticated and cruel. Many genres - choose for every taste! But, sadly it sounds, modern games are degrading and falling apart before our eyes. No, not in terms of graphics, visualization, special effects, of course, but in the idea itself. After all, it is the idea that the plot, characters, events and other elements will determine, which are then realized using all the same techniques of graphics, music, video, etc., using modern approaches and algorithms.

This article will focus on such a genre of games as “Hidden Objects” (there are also other names, such as “I'm looking for”, “hidden objects”, etc.) Or, more simply, about quests, as they were called several years ago. After all, the word "quest" from the English. "Quest" - "searches", therefore, this is their basic (native) genre, from which they took most of the characteristics. But, apparently, they took it badly, otherwise the situation would not have been so deplorable. Well, now everything is in order.

The main and main meaning of such games (meaning the “search for objects” genre) is to SEQUENTLY go through the chain of ADVANCED prepared and designed PUZZLES in order to receive the main prize - wealth, fame, love, a slap in the face of a jealous wife (yes, this also happens , but rarely). As Indiana Jones said: “Fortune and glory ... Here I come!” (Wealth and glory ... I am coming to you!). This scheme is teeming with intrigue and nontrivial plot development, which is just breathtaking! I specifically highlighted the three main words to explain what's what with real examples.
Let's start with the word "sequentially." It already says in itself that there is no and cannot be any unexpected turn in the process of passing the game! Everything goes according to a well-defined plan, that is: not a step to the left, not a step to the right, but an even step forward.

the situation when a player is in the hall of a two-story house and wants to go up to the second floor will not work, because first, according to the PLAN, you need to look at the WHOLE first floor, so the character will say either: “I will go upstairs later ...”, or in general he will remain silent, maybe even cough slightly, or going up at the beginning of the game will be a blocked zone ... and it doesn’t matter if the house is on fire, an earthquake - we’ll inspect the first floor without panic ...


Next is the word "in advance." That is, no spontaneous action in the game occurs and cannot happen. Everything is determined in advance. This applies to all dialogues, alternations of events, betrayal by close friends (which just infuriates and bothers when the game is repeated), supposedly “sudden” loss of things from your pocket (it was Thursday, it was raining outside, and I AGAIN lost my car keys) and etc.

if you need to take an ax in the corner of the room, then it will lie there, regardless of whether it REALLY is needed to move forward and the player can even ask himself this question: “Why did he give up to me? To kill someone? ”, Since in 80% of cases it is absolutely incomprehensible, why really take this or that item. And if you don’t take it, then at least crack it, but in a different way you won’t pass the game, even if the player doesn’t want to take it ...


trite to cut the rope will fit the same hunting knife or garden shears, which are ALREADY in the player’s inventory (pocket), but in the game ADVANCE it is determined that you need to cut the rope EXACTLY using an ax ...


And finally, the last word is "puzzle." In games of this genre, puzzles surprisingly do not fit in with the plot in any way (and even if a little, then not by much)! Monotony is simply amazing! Because to look for a dog’s paw in a pile of useless and recycled garbage is NOT a puzzle, it is the work of a bloodhound, a scavenger, a homeless person, but not a player! There is no need to think particularly logically (a ham glued to the ceiling is a clear example of this, that in a plate where it should not lie).

the situation when a player must collect ALL fortune-telling cards scattered around a small room filled with cobwebs, mice and other bacteria and pass them to the fortuneteller is absolutely illogical and unnatural ... why did the fortuneteller scatter them before the player entered? Wanted to be noticed? Or, perhaps, BEFORE the player comes to her room, a hurricane has quietly crept up and scattered all the cards? Then why are the rest of things in place? And the fortuneteller is not blown away? All this absolutely makes no sense!


Taking into account all the above information, the process of "pseudo-passing" the game of the "search for objects" genre can be described by the following simple sentence:

"Having collected all kinds of objects and solved all kinds of puzzles - use them in various places by the method of" sequential enumeration "

I want to note that for the passage of such a game, dialogs, video screensavers and other tips are ABSOLUTELY NOT NEEDED! As for the “sequential sorting” method, it consists in trying to “apply” all inventory items in a particular situation (for example, to light a candle on a table, you need to use matches, although a lighter can be on the same table , but the game DOES NOT INTEND TO use it; but if you use some other object instead of matches, then nothing will turn out and the player MAY BE will tell you about it if he has not lost his tongue in the previous room). Believe me, it won’t take much time, as the player’s items are usually around 10-20.
This proposal with an accuracy of 100% describes the passage of any game of this genre (it is also suitable for quests). “Simple, cheap and cheerful!” - as E.V. said Petrosyan.

It is still very illogical and implausible when objects “disappear” somewhere from the inventory after use! This is a clear delirium of a gray-haired mare, sick with diabetes ... Take for example matches! This item is in almost ALL quests and games of the "search for items" genre ... One of the most needed items! But why does it disappear after the 1st, 2nd, or 3rd use? Matches about 50 pieces in a box! You can also use matches at least 49 times!

And the plots are generally striking in their stereotypes. A typical plot is this: the player (most often a girl of 20-30 years old) receives a letter from an uncle, or from some distant relative, or even from some Mr. N, where it does not matter, in principle, what is written, but after reading this girl MANDATORY sent to the place (like someone forcibly drags it there) indicated in the letter (and, I note, the letter is paper, not electronic, this is an axiom for quests!). There are two options: either the author of the letter meets her (which is rare in games), so the author of the letter is usually already dead in advance. Therefore, the girl does not find anyone there (which is not often used again), either she is met by a young handsome guy (the end of the game is already clear ahead - it turns out that it’s not so difficult to predict), or an elderly butler (this is less common, but plausible),
The main idea of ​​the previous story - some misfortune did not happen to the main player. Another common story is when some disease struck the player MOST that he was either unable to move (I don’t even know such games), or went blind (now there aren’t any), or lost his memory (this is the most common option). And throughout the game he “comes across” snippets from his past, after which he has visions, or banal hallucinations (a very common feature). And when the player collects all of them into one complete collection, then he’s “type” able to go through the final game (generally speaking, this is an erroneous opinion, since if he hadn’t BE FORCED to collect all the “necessary” and “unnecessary” items on the guts visions would not help him defeat the main evil).

All of the above disadvantages are observed not only in games of this genre, therefore, it is necessary to make cardinal changes, but to begin with at least give meaningful answers to the following questions:

  • How many modern games use non-linear algorithms for generating and determining events? (I'm afraid that there are very, very few)
  • How many endings are prepared for games? (Usually, there are two of them, but sometimes even one, so it’s absolutely impossible to lose)
  • How many players is the game designed for (not to be confused with the network game, here it means how many characters can be played in turn to play the game)? (On one, moreover, this only player, in the general case, cannot be changed, i.e. he will remain a guy in the computer as a guy)
  • What level of freedom does the player have? (usually, the player is severely limited in actions and transitions, which adversely affects the overall gaming background and excitement in general)


Thus, you can describe this situation as follows:

I have a shovel, and I know where to dig. I just need to go and dig a hole to get the treasure.

All this is figurative, but the main meaning is preserved. And this meaning is adhered to by the overwhelming majority of games in the “Hidden Objects” genre. But after all, if you ask the question: “if I know where to dig, then what kind of search is it?”, The answer will be banal: “no”.
Therefore, games in the genre of "quest", as well as "search for items" must have the following MANDATORY properties:

  • The player should not REPEAT, and even more so ADVANCE to know (even guess) where to dig, only then the searches will be fascinating, interesting and informative! (the desire to repeat the game is a prime example)
  • A random factor is one of the fundamental techniques of a truly interesting game! (in the games of this genre it’s a very, very rare phenomenon)
  • The player is not Schwarzenegger, he CANNOT take out in the inventory both a bucket of water and a heavy statue and staircase, which then will break anyway
  • A player is not Copperfield, he SHOULD NOT have items disappear from his inventory after using them until he throws them away or somehow gets rid of
  • The player must determine the goal (task), which he wants to achieve, and then all his actions will be aimed at achieving this goal! (situations when a player does not understand why he has to hack into some drawer of the table or is forced to take it incomprehensibly why some figurine MUST NOT be in principle, there must be a conscious motivation before this, and not because he wanted to click and rave to no avail)


Of all the games that I have ever played, only one “more or less” can be called really a “real” quest (by the way, objects in it DO NOT DEPLET after use). This is Dark Earth from Microprose, 1997. Despite the fact that it’s already old and the graphics are not up to date, for some reason it’s now considered customary to be a criterion for a good game (although at the time of release the graphics, sound, music, battle system and other components were rated at a high level and it easily went to weak computers), the storyline is a non-linear chain of events that are completely dependent on the player and, despite the fact that there are only two endings, passage options (i.e. not a simple rearrangement of the type, first talk to the doctor and then look out the window, but meaningful th problem solving) enough to go through it several times,

And finally, I want to quote the words of one of the founders of this company (Microprose) - Sid Meyer: "The game is a sequence of interesting choices." It is necessary to adhere to and follow this direction. And if you already highlight a new genre, then you need to do this reasonably and correctly.

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