Give Us a Clue An article by Sue Recently, I upgraded my computer. Now, I'm quite happy footering about with software - I don't say I'm supremely confident or even competent but I'll have a bash. After all, if it goes wrong, all I have to do is reinstall the program - or at worst reformat the hard drive. Hardware is another matter. I don't like to think about my own "innards" (as far as I am concerned, I'm solid, right through!) and I take a similar view of my computer's giblets. Until recently I have always refused to take off its lid and poke about inside. What if I touch the wrong bit? Could I blow the whole thing? No, I'd much rather ask someone for help and get a more knowledgeable person to do the honours. That, to me, seems a logical way to behave. I don't understand hardware, I have no urge to understand it, and as far as I'm concerned, it's best left to those who DO understand it, or WANT to. If I persisted, I could probably do it myself - eventually - but what's the point? I'd rather make coffee and encouraging noises while someone else pulls bits in and out of the case. I don't feel I've failed in any way by not doing it all myself - I've merely had help with something that I can't easily do unaided. Then why is it that if I have help with a puzzle in a game, I feel I've 'cheated'? If a particular problem is holding me up, maybe stopping me progressing at all in a linear game, what's the point in NOT getting help? I might never be able to complete the game without a hint, and I'd lose the fun of playing the rest of it. I think we'd all agree that there is something very depressing about an unsolved game. We keep going back to the point we're stuck, trying other things, or retrying the SAME thing in the hope that THIS time it will work. But, no; we have to get help or consign the game to the 'unfinished' box. There was a time, more than a decade ago, when an unfinished game was a challenge to me, not a frustration. I wouldn't have dreamed of asking for help - but then, who would I ask? I didn't know anyone else who was crazy enough to play these games! All I could do was check out the monthly glossy mags in the hope that they'd print a hint for exactly the place where I was stuck -- it didn't happen very often. Sometimes that meant that I just had to give up on a game. But at other times I kept mulling over a problem, hating to be beaten, and sometimes I eventually got the answer. My sense of satisfaction at such times was overwhelming - I felt extremely pleased when my patience and persistence paid off. In the mid 80s I joined Prestel and found the ClubSpot 810 Adventure Helpline, met Marion, Richard and other adventure addicts. Thus I gained access to help from people who logged on to the system and compiled hint sheets or replied to messages that were posted on the Helpline carousel. If someone was stuck in a game, our Helpline team could invariably find someone who knew the answer so no-one had to stay 'stuck' for long. Now, there are loads of magazines (including SynTax) and helplines, and, of course, the Internet. Solutions appear on the Net with amazing speed - sometimes before a game is officially released! There are FAQs, walkthroughs, hints, maps, cheats and codes. Need more lives? Someone will be able to tell you which codes will give them to you. Need better weapons in an RPG? Again, there are often hacks or editors available which will let you kit out your hero in the best style giving him just the edge he needs. But is it always a good thing to be able to give your alter ego a boost in this way? It can backfire. An old friend of mine, who was an RPGer, always souped up his characters using an editor if one was available before he started playing a new game. One day he added an interesting sounding item to his inventory, started the game and immediately got a congratulatory message thanking him for recovering the Dooberry of Thingummy or whatever the thing was. Oops - he'd inadvertently given himself the main quest object from the game! I don't subscribe to the view that people should be made to struggle because they 'haven't tried long enough'. It's their game and they can play it however they like. If they bought a game today and are stuck already, I have no objection to helping them. But do we sometimes strip some of the fun out of a game by making it too easy with hacks or by peeking at a solution? I don't know about you, but years ago, I didn't have such a busy life. I spent more time gaming and I accepted that big chunks of that time would be spent thinking about a puzzle on which I was stuck. (It was also one of the reasons why I had several games on the go at once - while stuck on one, I could move across to another). Now my time is more limited and if I've only got an hour to 'play' I don't want to spend half of that time staring at the screen looking for inspiration. Games can also take much longer to complete because they're more sophisticated. If you don't want to spend hours - if not days - going down the wrong route, or using the wrong characters, a hint can be very useful. I vaguely remember one RPG coming out some years ago where one member of the party had to be of a certain alignment or profession for you to be able to complete the game. Thankfully designers don't often build in such traps for unwary adventurers who could spend ages building up their party, only to have to replace one member at a late stage. But it can still be helpful to know that a party with extra magic skills, for instance, would be helpful in a particular game. I know a number of you have a similar strict attitude with yourselves regarding getting help, whereas others are more relaxed and, I must say, realistic about it. I wish I was like that! What causes this difference? Is one attitude more healthy than the other? And is there a middle ground? Once again I called on leading psychotherapist Adrian Blake to give me some explanation and comment. He told me: "It probably links to old shoulds and oughts. If we have no experience of plumbing and don't come from a family of plumbers, it would probably be 'acceptable' to get someone else to mend a leaking pipe. Old family expectations of us from our childhood would not come into play. But for an intellectual puzzle, we may feel 'stupid' if we can't find the answer. To avoid feeling stupid, we WILL try to solve it unaided. We are caught in a double blind: we CAN'T find the answer - but we MUST do so. As long as we carry the old 'should' with us, it's a no-win situation. If we can't do it we feel stupid, if we ask for help, we are inadequate. "The answer is to work on getting rid of the 'should' so that we come to rightly believe it is a sign of strength to ask for help when we need it, not a sign of weakness. Now that's a really useful belief to carry around!" - o -