Challenge Accepted: The need for opposition
Defining games is difficult. Yes, despite what one or two people like to claim in every debate on the matter. You can argue a dictionary definition, but you can use the same damn argument to claim that the only real game is animals being hunted for food. If it were simple to figure out what makes a game, there wouldn’t be any discussion on the matter in the first place. (Spoiler warning: there is a lot of discussion, constantly.)
One thing we do agree upon is that there’s a need for some kind of obstacle. A game isn’t really a game if it doesn’t give you a goal and then offer you impediments to that goal. It’s at work in the very beginning of Super Mario Bros. Your goal is to reach the far right side of the level, but there are enemies and obstacles in the way which can kill you and prevent you from achieving that goal. It all seems very simple on paper.
But it’s not really that straightforward. Very few things are.
The Final Fantasy Project: Final Fantasy I, part 3

Artwork from a sketch by Yoshitaka Amano
Despite my best efforts, these installments refuse to be compressed down all that much. I apparently have had quite a bit to say about these games.
But let’s jump right back into the action. After slaying two of the four Fiends and having noted that the remake has a different difficulty curve than the original game (or more faithful remakes), it seems that both the original version and the remake have once more converged upon the same spot. Namely, the part wherein things become quite a bit more dull and slog-like than is entirely necessary.
By this point you have plenty of resources at your disposal and you’re not thrown into a pitched battle for survival every few fights or as a result of a lucky critical hit. Most of the fights can actually be blown through pretty quickly. The downside is that they’re almost constant and don’t offer you much of worth. No useful drops are found, gil is functionally worthless (you’ve got enough to restock and no more shops to spend it in, so you’re taking in far more than you spend), and you wind up wishing to just be done with all the pointless random encounters.
Demo Driver 8: The Night of the Rabbit (#181)

You said it was night, but this looks pretty much like day to me.
I’ve never felt wholly comfortable mocking point-and-click adventure games. I’m fine sharing my thoughts on the genre as a whole, but the thing is that most of them come across as almost unbearably earnest. They sustain themselves almost wholly on presentation by writing and art. Critiquing the gameplay is an easy shot, and while it’s a worthwhile topic of discussion, it doesn’t change the fact that the game in question is essentially coming to you hat in hand while asking you to be a mildly interactive participant in what comes down to a storytelling session.
At the same time, this is a genre that has some pretty significant problems as a result, so I don’t feel that it’s fair to just leave off mentions of the nature of point-and-click adventure games. They’re not quite as much a non-game experience as the dreaded “Walk Around and Stare” genre, but you’re still stuck clicking about and hoping to have an impact. So you can imagine that I’ve got some conflicted feelings about The Night of the Rabbit right out of the gate.

