wiki games

Games where information is scarce, hard/tedious to access, or convoluted and experimentation or observation in order to figure out certain mechanics can be time/resource consuming and hard to reattempt, leading to players always having the fandom wiki open on another tab (not on the phone because it looks like ass). If you're gonna add a suggestion please give some foundation to ur application because I havent played every survival game ever

Specifically wikis! Or other handy wiki stuff. Not guides, that is another beast

Don't Starve Together
Don't Starve Together
Probably the main reason I made the list. Braving this game without a wiki or a how to get started guide is impossible (to me). I assume a lot of the info has to be gained from playing the original Don't Starve, but I didn't do that lol
Terraria
Terraria
A bit of a tricky one since claims towards Terraria being a wiki game stems a lot from people not using The Guide's services, which I kind of get since he seems pretty useless until you get how he works. But I definitely have a tab to craft the potions on me at all times
Monster Hunter Generations Ultimate
Monster Hunter Generations Ultimate
You will never catch me not having kiranico open while playing this. The lack of a comprehensive weapon tree can make finding specific monsters' weapons really annoying, and researching what drops from carves and what drops from captures also saves a lot of headaches. Shout out to the Compendium posts from Reddit, if you're looking to optimize your builds
Stardew Valley
Stardew Valley
Serves as a stand-in for any game like Harvest Moon or Rune Factory, since having the NPCs schedules and likes/dislikes handy is always useful. If anyone knows anything specific about a HM or RF game that deserves a specific spot on the list, lmk cus my knowledge on those series is limited
Dark Souls III
Dark Souls III
I think any Dark Souls could go here but only if you care about doing every questline, which I mostly dgaf about unless I'm replaying and want to see what I missed. Wikis are very handy doing this since questlines can fail if you didn't fart on Chirontonus' Castle while having the Ear of Gera in your inventory
Subnautica
Subnautica
I will always play with the reaper map on another tab. I'm not ashamed to say this.
The Binding of Isaac: Rebirth
The Binding of Isaac: Rebirth
either the fandom wiki or Platinum God. Great for checking what certain items do and how they interact with eachother, or how to get certain unlocks like The Lost or Mega Satan
Guilty Gear Xrd: Rev 2
Guilty Gear Xrd: Rev 2
Ok. This is a weird one that I'm using as a stand-in for any fighting game if you're a FGC nut and want to learn all about your "frame datas" and "okizemes" (man-made horrors beyond comprehension). Shoutout to the dustloop wiki specifically.

Just like in the Stardew note, if anyone knows a specific game that's a good representation of fighting game wiki-game, lmk
Minecraft
Minecraft
Suggested by Mr. Hoodie on da discord

"I remember in the early days of the game most videos about it were always suggesting to go the wiki or as "one of the those games where there's no shame in going to the wiki" when it comes to figuring out how to make certain things"

My take on this is archaic since I only played 1.5.3 (almost 10 years ago!), but booting it up nowadays I have no fucking clue what shit does so I can see it
Dwarf Fortress
Dwarf Fortress
suggested by JC on da discord

"The game doesn't really tell you anything, you're supposed to make your own fun. The wiki's there to tell you what to do after inmediatly starting and basically guide your projects. It tells you how to move the camera up to how create pressurized bridges or complex water works.
Exploration isn't really tedious but having a wiki at the start of you trying the game can avoid some head aches"
Space Station 13
Space Station 13
Suggested by BeachEpisode

I can give my take on this: absolutely a wiki game. It's so so SO integral to learning how to do your job, even if the other players will be (mostly) more than happy to teach you the ropes, there's an expectation that you at least understand what you're supposed to do. Everyone gets stuck in their belt buckle anyways
The Tower of Druaga
The Tower of Druaga
suggested by Detchibe on da discord

"tower of druaga is like a proto-wiki game, cabinets had clipboards near them for players to write down their discoveries since progression required doing insanely obtuse things. It predates wikis and the internet 😭 it's literally impossible without a guidebook or walkthrough, and those communal notes are effectively analogue wikis."

Really really neat suggestion
Valhalla
Valhalla
Suggested by JC on da discord

"Ragnarok/Valhalla has a specific way of plaaying that if you don't follow ends in your death. It's not a guide per se since the game is fuck huge it requires a wiki for catalogued knowledge"
Factorio
Factorio
Suggested by Drax

"Optimizing systems with resource management in mind is tough work."
Kingdom Hearts
Kingdom Hearts
Suggested by letshugbro. Stand-in for the series as a whole

"for understanding story/characters/organisations/obtuse questlines"

I've never personally used the wiki during Kingdom Hearts playthrus but I can definitely see it, character relations specially become a nightmare the longer the series goes on for
Dragon's Dogma: Dark Arisen
Dragon's Dogma: Dark Arisen
suggested by Pedrox200 on da discord

"Pawn affinity. Try to learn that shit without outside information"
Old School RuneScape
Old School RuneScape
suggested by both Legailmao and Detchibe. Might be a stand-in for contemporaneous runescape too but I wouldnt know

"he most popular client, RuneLite, has a dedicated plugin just for looking things up on the wiki. Quests are sometimes so obtuse that guides are required, and the wiki has optimised methods for almost everything in the game. Since OSRS's entire meta is optimisation and the playerbase is so antisocial ingame, it's a crucial resource."
Noita
Noita
suggested by Lynxelot

"noita could prob fir for similar reasons to dst but a bit more player friendly early on. the game's difficulty gets immense before long unless you look up more info than the game ever would have given you without dozens of hours of experimentation, and the mechanics and game world elements are pretty rich but not really made clear to the player without, again, dozens of hours of experimentation"
Yu-Gi-Oh! The Duelists of the Roses
Yu-Gi-Oh! The Duelists of the Roses
suggested by Lynxelot

see next entry --->
Yu-Gi-Oh! Forbidden Memories
Yu-Gi-Oh! Forbidden Memories
suggested by Lynxelot

"yu-gi-oh! forbidden memories and yu-gi-oh! the duelists of the roses are interesting cause they're still beatable without a wiki/guide but doing so is incredibly painful and grindy. both of these games feature monster fusions as a key gameplay element during duels but neither game has any form of guide as to what combinations you can make and what the results will be, meaning you can very often shoot yourself in the foot with bad combinations while having no way of knowing what to do otherwise unless you look it up. later parts of the games make that fusion a total must as the npcs start getting monsters that are way out of your league unless you spent many hours grinding for better ones"

also, I might be misremembering but I think there's still no actual grasp on what fusions will lead to. Sadistic game
Super Smash Bros. Melee
Super Smash Bros. Melee
suggested by Lynxelot

"melee might be an interesting one to throw on too since anything you would need to know to even remotely play competitively is generally gonna be exploit-tier shit that you would only know from a fuckton of labbing or outside information like tutorials, word of mouth, and wikis, which would put it in a similar boat to older minecraft"
Digimon World
Digimon World
suggested by Lynxelot. for digivolutions specifically

"the manual has incorrect information (great start) and this led to misinformation being spread about the game online for years
some encounters are only a 5% chance when loading a map, but you'd not know that as a player
you can crash the game by doing innocuous things like going to the jukebox and scrolling down
digivolving and getting the hyperspecific requirements for digivolutions are grindy and sometimes so random that you'd never guess them . one digivolution requires you to have a digimon eat a certain amount of poop left on the overworld by other mons or else you're locked into a crappier digivolution for that particular one. another digivolution is a 5% chance of happening after letting one of your digimon die, which would otherwise just make them disappear and spawn a new egg to have to raise that one all over again.
this is all on top of the general vpet mechanics that already would be confusing to someone new to that kind of thing, but even for veterans some conventions like more mistakes = worse evolution are flipped randomly for no reason"

further basis by chandler:
". the thing with that game is while it does call for a guide at times (or trial and error) a wiki would actually be very beneficial. that's because there's not necessarily an ideal digimon to train into at a given time. different raising techniques beget new creatures and even horrible ones (like numemon, which literally eats its own shit) can become really strong with the right training the actual "guide game" nature of digimon world is just figuring out where to go or what flags to trigger for certain events"
Chulip
Chulip
a bit of a contentious pick since you could argue it's more guide adjacent than wiki, but I still feel it's worth mentioning.

Chulip I consider a bit of a wiki game, not because it's necessarily criptic (which it can be), but rather a consequence of having a bad translation. A lot of puzzles in the game will end up as nonsensical since the hint provided is useless. One example is 20-year-old Guy, check the clue and then the solution and tell me how you're supposed to figure that out LOL. And also the recipe for Dandy's potion, which asks for "sleepapple" which is an item that isn't anywhere in the game and is actually a mistranslation of "popsicle".
RimWorld
RimWorld
suggested by Detchibe

"I've seen a lot of people elsewhere suggest the RimWorld wiki is essential. The game has its own in-game information panel but it is extremely barebones. The wiki on the other hand is extensive and covers every facet of every bit of gameplay."
Enter the Gungeon
Enter the Gungeon
suggested by Detchibe

"Enter the Gungeon is playable without the wiki, but some gun mechanics, item effects, and especially synergies are not explained or easily intuited without those resources."

for the record, EtG does feature a compendium (unlike Isaac), but a lot of the descriptions fall short and still don't properly explain the effect of the item
Fire Emblem: Genealogy of the Holy War
Fire Emblem: Genealogy of the Holy War
suggested by Ninjabunny

"I'd like to nominate Genealogy of the Holy War. As it's main gimmick, characters being able to fall in love with each other and get married is controlled by a very bizarre system with many facets to it that is never explained to the player. This was done to make the outcome of each playthrough different, but make some pairings less likely to happen then others. Nowadays it just means that people have to do math and constantly be looking at one of the three Fire Emblem wikis to get the pairings they want. It's very charming in its oddly complicated way of working, though. Here are two relevant pages for it:
https://serenesforest.net/genealogy-of-the-holy-war/characters/love-growth/
https://serenesforest.net/genealogy-of-the-holy-war/characters/jealousy/"
Path of Exile
Path of Exile
suggested by Zefie

"Path of Exile is such a wiki game that when fandom began getting worse the community bounced and made their own poewiki.net. The game is full of obtuse mechanics, doesn't present information on e.g. item drop locations, and is generally just full of tons of Stuff that's hard to keep all in your head."
Town of Salem
Town of Salem
suggested by CDX

". It's a social deduction online game based loosely on Mafia/Werewolf, but a lot more complex. It's role system has SO MANY possibilities and there are SO MANY strategies it's overwhelming, and (at least last time I played) the game does a pretty shit job explaining any of that to you."
Escape from Tarkov
Escape from Tarkov
suggested by PSI_Voltekker

"The game is extremely punishing as you lose gear whenever you die, so for a new player the game is absolutely brutal as there is not a single in-game tutorial. If you don't have a map up on another screen while learning there is basically zero chance you live. When you spawn into a raid there are extracts that are told to you at the start (there is a keybind to see them but this isn't told to you) but it doesn't tell you where they are on the map. So even if you somehow don't die to players or AI, you aren't gonna be able to find your extract without a map. Quests in the game don't tell you too much about what you need to do so the wiki is necessary for doing these. There are a bunch of hidden values in the game that are essential to know, for example ammo is what determines how much damage you can do and how well you can penetrate armor, yet none of these values are shown to you in-game. You must look it up on the wiki to get the numbers and after you get the numbers from the wiki you have to use the wiki even more to know what the numbers actually mean. Nearly every gun can be modded heavily with tons of attachments and figuring out what goes on what can be a really difficult and confusing process. These are just the core fundamentals and there is even more stuff that has really no indication in-game. Armor material, skills, useful keybinds, the economy of the game, the way bullets travel, and so many more things that aren't told to you in game that it can take easily 50-150 hours to be "comfortable" with the mechanics, let alone good at them."

holy shit LOL
Dragon Quest VI: Maboroshi no Daichi
Dragon Quest VI: Maboroshi no Daichi
suggested by ToasterNinja

"Unlike 7 which has reasonable level caps that gradually increase for each subsequent area after you unlock the class system, DQ6's area caps are allover the place. Castle Swanstone has a cap of 99 when you'll be at the half way point, but the next few areas after have caps of 24 for whatever fucking reason. Like 7 it also never tells you about area caps so you'll most likely be OL'd when you unlock them."
Dragon Warrior VII
Dragon Warrior VII
sugested by ToasterNinja

"Not only is navigation to the next story beat very difficult with no guide (Dungeons are fine), the Class system requires that you intentionally keep your self under leveled until you liberate the job temple at the 25% of the story. The class system is incredibly intricate and the player should know the area level caps where you stop gaining job XP after hitting a certain level. These caps are never hinted to in game and require searching online."
Xenoblade Chronicles
Xenoblade Chronicles
only if doing all/most sidequests

finding certain items thru trading or enemy drops, and npc locations without the use of the wiki is a fucking nightmare
The Elder Scrolls III: Morrowind
The Elder Scrolls III: Morrowind
"Morrowind doesn't hold your hand nearly as much as Oblivion and Skyrim, so people take to the wiki to figure out which spells and skills you should train first and places to go so you're not constantly dying and are able to teleport as such as well. Also helps with letting you know all quests in a town, etc."

DalaamClouds submission
Harvest Moon: Friends of Mineral Town
Harvest Moon: Friends of Mineral Town
"Harvest Moon: More Friends of Mineral Town (or the Story of Seasons remake) could fit this list. Similar story with Stardew Valley where the wiki being up helps a lot with specific character locations on certain days during certain times, likes/interests, event triggering, etc. No shame in looking at the wiki for this game considering its scope."

Pookiemookie submission

I agree with this one a lot, specially because as a kid I didnt give a fuck about the farming I just severely wanted the nurse so all my in-game days were just spent giving her the most accesible item that the wiki said she liked. Keeping this in the notes because its very shameful, dont look at me.

Also a character will straight up abandon your playthrough if you dont do part of his route, something that the wiki can help remedy

32 Comments


1 year ago

Dwarf Fortress, Space Station 13 and Warframe

1 year ago

The first two to untangle mechanical obtuseness, and for Warframe's mess of items and currencies and shit

1 year ago

SS13 ur absolutely right, holy shit I completely passed it up! Can you go on about Warframe? I dont know anything about the game

1 year ago

Used the wiki for Factorio many, many, times. Optimizing systems with resource management in mind is tough work.

1 year ago

how about nethack

1 year ago

The Kingdom Hearts series for understanding story/characters/organisations/obtuse questlines

1 year ago

either runescape

1 year ago

@PKMudkipz @Legailmao could u guys go more in-depht? I've never played Runescape or nethack

1 year ago

noita could prob fir for similar reasons to dst but a bit more player friendly early on. the game's difficulty gets immense before long unless you look up more info than the game ever would have given you without dozens of hours of experimentation, and the mechanics and game world elements are pretty rich but not really made clear to the player without, again, dozens of hours of experimentation

yu-gi-oh! forbidden memories and yu-gi-oh! the duelists of the roses are interesting cause they're still beatable without a wiki/guide but doing so is incredibly painful and grindy. both of these games feature monster fusions as a key gameplay element during duels but neither game has any form of guide as to what combinations you can make and what the results will be, meaning you can very often shoot yourself in the foot with bad combinations while having no way of knowing what to do otherwise unless you look it up. later parts of the games make that fusion a total must as the npcs start getting monsters that are way out of your league unless you spent many hours grinding for better ones (which in itself would generally require a guide to figure out which npcs drop which cards)

in persona 1, starting the snow queen quest route or playing with the party member reiji both require going through hoops you'd have to either know about in advance or otherwise do more backtracking/talking to everyone than one normally would

melee might be an interesting one to throw on too since anything you would need to know to even remotely play competitively is generally gonna be exploit-tier shit that you would only know from a fuckton of labbing or outside information like tutorials, word of mouth, and wikis, which would put it in a similar boat to older minecraft. realistically it's more or less fully inaccessible to someone playing the game on their own or with buddies normally

from what i've been told, siren was literally built to be this kind of game but never took off enough to pull that off successfully. one example i've heard is that there's a part of the game where if you didn't go across the entire map into a closet inside a specific house and listen to an rng-based password on a radio in it, then unlock a shed with it and put a towel from that shed into a freezer across the map, the game will eventually softlock and there is basically no way of knowing this will happen unless you're looking at a walkthrough

pt (playable teaser) had a fair amount of speculation and trial-and-error the community had to go through to figure out everything the game would need or want you to do to either progress or get certain events to happen

i've heard enough about pathologic 1 that it seems like it'd fit on here but i've got even less info on that than on siren so someone else would prob have to corroborate this claim

closer to walkthrough/nintendo power territory and maybe a little iffy would be zelda 1 and castlevania 2, with the latter being a bit more iffy while i don't think anyone would reasonably contest zelda 1 being convoluted at times with the player having to bomb random walls or light random bushes on fire to find secrets

1 year ago

oh yeah, can't forget digimon world 1 - that's another one i've only heard about secondhand but wanna play sometime, but some random examples of jank you'd need to know about in advance are...

the manual has incorrect information (great start) and this led to misinformation being spread about the game online for years
some encounters are only a 5% chance when loading a map, but you'd not know that as a player
you can crash the game by doing innocuous things like going to the jukebox and scrolling down
digivolving and getting the hyperspecific requirements for digivolutions are grindy and sometimes so random that you'd never guess them . one digivolution requires you to have a digimon eat a certain amount of poop left on the overworld by other mons or else you're locked into a crappier digivolution for that particular one. another digivolution is a 5% chance of happening after letting one of your digimon die, which would otherwise just make them disappear and spawn a new egg to have to raise that one all over again.
this is all on top of the general vpet mechanics that already would be confusing to someone new to that kind of thing, but even for veterans some conventions like more mistakes = worse evolution are flipped randomly for no reason

1 year ago

Seconding Old School Runescape (current Runescape isn't as bad about it). The most popular client, RuneLite, has a dedicated plugin just for looking things up on the wiki. Quests are sometimes so obtuse that guides are required, and the wiki has optimised methods for almost everything in the game. Since OSRS's entire meta is optimisation and the playerbase is so antisocial ingame, it's a crucial resource.

1 year ago

@Lynxelot thaks for all the suggestions! I'll take most, but I'll have to offer some resistance on others.

Keep in mind that the list is specifically for wikis, hence my aprehension to adding stuff like Persona 1 that are much more about using guides rather than wikis. There's a distinction which I'll try to clarify with the following statement: you use wikis for specific information that can be divided into articles, while guides are looking to be more comprehensive. It's why I put something like Terraria, where I'm not particularly looking for comprehensive info like a progression flowchart and more specific info like where certain materials can be gathered.

Regarding Siren: it's true that the game was designed (afaik) in a way that communication between players was part of the puzzle-solving process, but not really in a wiki sense. It's much more about the word of mouth rather than an encyclopedia, so I think that'd be a theme for another list (as in, games that feature word of mouth as an intended meta mechanic)

1 year ago

I've seen a lot of people elsewhere suggest the RimWorld wiki is essential. The game has its own in-game information panel but it is extremely barebones. The wiki on the other hand is extensive and covers every facet of every bit of gameplay. The game isn't as obtuse as Dwarf Fortress but competent play, particularly concerning how to play around the storytellers, requires that deep information.

1 year ago

Also like Isaac, Enter the Gungeon is playable without the wiki/Platinum God, but some gun mechanics, item effects, and especially synergies are not explained or easily intuited without those resources.

1 year ago

can vouch for digimon world as well. the thing with that game is while it does call for a guide at times (or trial and error) a wiki would actually be very beneficial. that's because there's not necessarily an ideal digimon to train into at a given time. different raising techniques beget new creatures and even horrible ones (like numemon, which literally eats its own shit) can become really strong with the right training

the actual "guide game" nature of digimon world is just figuring out where to go or what flags to trigger for certain events

1 year ago

fair enough on p1, though i'd also add that negotiation is its own can of worms where you'll want to spend almost the whole game with the negotiation wiki lists up since it's not as easy to grasp as p2 despite being just as consistent. and yeah i get the reasoning for siren/pt, i think if i owned the list i'd still count them as enough but i think there's def a strong case to say they're less in the spirit of how you're handling the list

1 year ago

I'd like to nominate Genealogy of the Holy War. As it's main gimmick, characters being able to fall in love with each other and get married is controlled by a very bizarre system with many facets to it that is never explained to the player. This was done to make the outcome of each playthrough different, but make some pairings less likely to happen then others. Nowadays it just means that people have to do math and constantly be looking at one of the three Fire Emblem wikis to get the pairings they want. It's very charming in its oddly complicated way of working, though. Here are two relevant pages for it:
https://serenesforest.net/genealogy-of-the-holy-war/characters/love-growth/
https://serenesforest.net/genealogy-of-the-holy-war/characters/jealousy/

1 year ago

Path of Exile is such a wiki game that when fandom began getting worse the community bounced and made their own poewiki.net. The game is full of obtuse mechanics, doesn't present information on e.g. item drop locations, and is generally just full of tons of Stuff that's hard to keep all in your head.
Valkyrie profile, since the A ending requires some real esoteric steps to get if you dont wanna miss out on good items and gods favor.

1 year ago

Is that not more aligned to guides rather than wikis? Or is the wiki the main source people follow for the endings?

1 year ago

This comment was deleted

1 year ago

Town of Salem. It's a social deduction online game based loosely on Mafia/Werewolf, but a lot more complex. It's role system has SO MANY possibilities and there are SO MANY strategies it's overwhelming, and (at least last time I played) the game does a pretty shit job explaining any of that to you.

https://www.blankmediagames.com/TownOfSalem/
https://town-of-salem.fandom.com/wiki/Strategies
Escape from Tarkov

The game is extremely punishing as you lose gear whenever you die, so for a new player the game is absolutely brutal as there is not a single in-game tutorial. If you don't have a map up on another screen while learning there is basically zero chance you live. When you spawn into a raid there are extracts that are told to you at the start (there is a keybind to see them but this isn't told to you) but it doesn't tell you where they are on the map. So even if you somehow don't die to players or AI, you aren't gonna be able to find your extract without a map. Quests in the game don't tell you too much about what you need to do so the wiki is necessary for doing these. There are a bunch of hidden values in the game that are essential to know, for example ammo is what determines how much damage you can do and how well you can penetrate armor, yet none of these values are shown to you in-game. You must look it up on the wiki to get the numbers and after you get the numbers from the wiki you have to use the wiki even more to know what the numbers actually mean. Nearly every gun can be modded heavily with tons of attachments and figuring out what goes on what can be a really difficult and confusing process. These are just the core fundamentals and there is even more stuff that has really no indication in-game. Armor material, skills, useful keybinds, the economy of the game, the way bullets travel, and so many more things that aren't told to you in game that it can take easily 50-150 hours to be "comfortable" with the mechanics, let alone good at them.

1 year ago

I would put Dragon Quest 7 here purely due to how incredibly specific your knowledge and approach needs to be. Not only is navigation to the next story beat very difficult with no guide (Dungeons are fine), the Class system requires that you intentionally keep your self under leveled until you liberate the job temple at the 25% of the story.

The class system is incredibly intricate and the player should know the area level caps where you stop gaining job XP after hitting a certain level. These caps are never hinted to in game and require searching online.

Now that I am on this train of thought. Add Dragon quest 6 as well. Unlike 7 which has reasonable level caps that gradually increase for each subsequent area after you unlock the class system, DQ6's area caps are allover the place. Castle Swanstone has a cap of 99 when you'll be at the half way point, but the next few areas after have caps of 24 for whatever fucking reason. Like 7 it also never tells you about area caps so you'll most likely be OL'd when you unlock them.

My findings are based on the original Snes version of 6 (You can find that on here by searching the japanese title) and the original PS1 version of 7 (which you can find on here by searching "Dragon Warrior 7"

1 year ago

thank you for specifying the versions 💯 💯 💯

11 months ago

Morrowind 110%

11 months ago

@Dalaamclouds can u give me some more info so i can add it to a note, ive never played morrowind 🥹

11 months ago

wheres my fucking emoji

11 months ago

oh oops so sorry! Morrowind doesn't hold your hand nearly as much as Oblivion and Skyrim, so people take to the wiki to figure out which spells and skills you should train first and places to go so you're not constantly dying and are able to teleport as such as well. Also helps with letting you know all quests in a town, etc.


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