Comment Re:Probably because it was a sort of mediocre game (Score 1) 374
Ahh, I see!
I found "and then a long thing happens and I can't do anything and just have to wait while my character does something totally unlike anything I would have intended or tried" to be a significant deterrent. Effectively, a really long delay during which I could do nothing but wait for things to happen, triggered by my character doing something totally unlike what I intended, acted like "punishment" -- it was an unpleasant experience in response to an action that I could not predict would produce that unpleasant experience.
Even just something as simple as, say, a cursor showing what verb would be applied if I clicked on a thing would probably have saved it for me.
I think the distinction here is one of how important agency is to you. It's important to me that I am making decisions for my avatars in games. I don't like it when a game makes a decision for me, especially if it's not a decision I want, or there's no way for me to guess what the decision will be in advance. So, basically, what you experienced as "Myst rewarded you for doing so...", I experienced sometimes as a reward, and sometimes as a punishment.
So it came with, for me, the largest downside of such confusion, which is "it is flatly and totally impossible for me to decide what my next action will be".