The quest for a Wiki-less game
Role of Wikis in Player Experience
- Strong disagreement on whether external wikis “ruin” games.
- Many say wikis enhance fun via shared discovery, theorycrafting, and comparing solutions.
- Others argue that needing a wiki for basic play is a design/UI failure, not a player failure.
- Some feel wikis can tempt players into skipping puzzles/content and then blaming the game for being too short or easy.
Player Types, Time, and Self-Control
- Players differ: some want pure discovery and challenge, others prefer efficient progress, checklists, and achievements.
- Older players or those with limited time often rely on wikis to avoid wasting sessions wandering or missing key content.
- Several note that given the choice, many players “optimize the fun out” of games, so designs that assume high self-restraint are fragile.
When Wiki Use Feels Necessary
- Common triggers: being completely stuck, unclear objectives, opaque mechanics, hidden numbers, or fear of permanent penalties/missables.
- Examples: obscure crafting (Terraria, early Minecraft), unexplained combo systems (Diablo 2 cube), complex stat systems and items with vague tooltips.
- Some large or complex games effectively assume external tools (e.g., build planners, market sites) for optimal play.
Game Design Responses
- Recommended: robust in‑game references (journals, bestiaries, recipe books, manuals), clear tooltips with numbers, and good progression “flow.”
- Positive examples cited: in‑game encyclopedias, journals tracking preferences, diegetic navigation aids, generous save/checkpoint systems.
- Poor patterns: mandatory wiki for core loops, endless handholding tutorials, repetitive open‑world “busywork,” opaque choices with huge hidden consequences.
Philosophical Tension
- One view: creators shouldn’t try to control how players consume games; just make them fun and let players choose guides or not.
- Another view: it’s valid to design for a specific “unspoiled” experience and discourage externalization, especially in puzzle or exploration‑driven games.
- Broad agreement that games should not assume Google, but must acknowledge that players will use it.