Thanks!! I mean, I can kiiiinda see it as a design philosophy... It does make games harder and make them feel higher stakes. What really gets me is some of the later games that look like they would be safe, but aren't. For example Gabriel Knight 1 has a day structure that looks like it would prevent you from getting stuck... but it doesn't, you can trigger a day's end without getting everything you actually need. That's just, like, evil haha
> it is crazy that they were fine with shipping games with these broken states, when it was eminently preventable.
Given what I know about Sierra (nothing first-hand, just impressions based on what I've read), I would not be surprised at all if this was entirely intentional.