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Unwinnable

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Zork made unwinnable in 6 turns. The garlic is required much later to avoid a vampire bat.
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Zork made unwinnable in 6 turns. The garlic is required much later to avoid a vampire bat.

Unwinnable is a state in many text adventures, graphical adventure games and computer role-playing games where it is impossible for the player to reach the end goal (finishing the game), and where the only other options are restarting the game, loading a previously saved game, wandering indefinitely, or meeting death. It is also known as a walking dead, dead end or zombie situation.

Unwinnable should not be confused with "unbeatable," which is used to describe a character, monster, or puzzle that is too powerful or difficult to be overcome by the player or character at a lower standing, and is normally found in computer role-playing games. This state is not unwinnable because it can be solved by leveling up (unless, of course, the player is unable to reach any sufficiently weak monsters at all, which occasionally occurs).

Occurrences

Walking dead situations occur due to an earlier mistake or oversight by the player that cannot be corrected (compare with point of no return), for example the player has lost or destroyed an essential object, become trapped in a place with no exit, failed to complete a puzzle within a time or turn limit, or failed to interact with a non-player character to meet a subgoal. Other ways to enter such a state include exploiting a cheat that changes the game mechanics, or upon finding a bug in the map continuity.

Since there is no hope for an optimal ending (or, in many cases, any ending), and there is no indication that the game is now unwinnable since the main character is still alive, the player is often blocked from further progress but does not die. Thinking that the problem relies on a puzzle he hasn't solved yet, he is reduced to trying increasingly outlandish actions to find a way out of this 'trap': hence the term zombie or walking dead. The player rarely knows exactly what caused the dead-end situation, which can cause severe frustration. A term sometimes used to describe games with unwinnable states is "cruel." Some players prefer to either cheat or rely on walkthroughs in order to finish games that can result in dead end situations.

A very general example of a "walking dead" scenario: a game starts in a cave. As soon as the player leaves the cave, it collapses and can not be reentered. Later, the player finds a house with a locked front door. The key to the house is in the cave — but if the player did not search the cave thoroughly before leaving, the door can never be unlocked. The player, not knowing this, will think that he will find a key or some way to enter the house so he will keep looking until he reads a walkthrough, or decides to restart the game.

Reasons

The early generations of text adventure games tended to have a lot of chances that could lead you to unwinnable states, as a way to make a game deeper and more challenging; this kind of game design was not yet considered unfair. It was usually considered a product of the game's difficulty rather than poor design and encouraged (or, as its opponents would say forced) replayability. Veteran players created save files before every major action to avoid making the game unwinnable. Some games let the undo command take back an action or event, including the player's death, but many designers considered this cheating. Other games limited the use to one undo over a certain number of turns. In the case of unlimited undos these could be used instead of multiple save files.

The undo/save features, however, did little good in cases where the player had to replay half the game in order to correct a mistake he made much earlier.

Infocom's Zork was particularly notorious for leaving players in unwinnable situations without clueing them in. Many other early Infocom games deliberately had the same issues, as a means of extending playing time to justify their cost. Mike Dornbrook, Infocom's head of marketing, conducted a customer survey in late 1984 which showed a distinct correlation between the Infocom games players considered their favorites, and the games they had actually finished. This piece of marketing intelligence led to the more foolproof design of Wishbringer and later games.

Some work has been done on automatically verifying winnability and losability in interactive fiction by the [gr@m] group at McGill University.

Modern graphical adventures are much more resource-intensive, and it can be an arduous task to search through earlier parts of such a game for a missed object. Therefore, 'dead ends' have recently come to be equated with design flaws that designers overlooked, bugs or poor game design.

As a generalization, Sierra's graphical adventures during the '80s and early '90s tended to contain walking dead situations, whereas LucasArts often boasted that most of their games could not result in a dead end. Although some die-hard adventure purists scorned such practices as "dumbing down games for the masses", more game companies adopted the approach over time, like Sierra, whose previous games e.g. King's Quest V and are rather notorious for their sheer amount of zombie situations.

Actual examples

See also

 


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