How to Build Puzzles in Adventure Games -- Critical Thought
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- čas přidán 5. 09. 2024
- Today's post looks at the use of "locks and keys" defined by game designer Ron Gilbert when it comes to building puzzles in adventure games._
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I enjoyed the information. Thank you
Very interesting, thank you ! :)
It would be easier for me to list puzzles in adventure games that made perfect sense than to list all the ones that seemed nonsensical. I was really a fan of point-n-click adventure games, especially Sierra titles, in the 80s and 90s, but I've grown a bit of a distaste for most of them. In just about every single one of them I always found at least one situation where I was going around and trying everything and feeling like I was beating my head against a brick wall. I had the patience to do that for hours as a child; I don't any more.
The few exceptions where that never happened to me are the Quest for Glory games and a recent one called Unavowed, and what these games had were not necessarily the most logical and sensical puzzles (at least I don't consider the puzzles in those better than any other adventure titles), but what was unusual is that they allowed you to solve any given puzzle in multiple ways. In QFG I even had a wizard who had some climbing skill and I think I was supposed to solve a puzzle using some combination of spells but I never figured that out, yet I was able to just climb a tree instead which seemed the most obvious solution I could perceive. I never got stuck in those, never even felt the temptation to reach for a walkthrough, and I loved that about them, and that quality came not only from decent puzzle design but also offering more than one way to solve any one of them.
Is there a reason why puzzles are in action / adventure games like God of war and Assassin's creed Odyssey?
@@tonyp9313 I think it is a hallmark of a great game if it has some fun, interesting, and even some difficult puzzles in it. I haven't played Assassin's Creed Odyssey but I played Resident Evil and Tomb Raider as a kid, and I played God of War and Witcher 3 fairly recently. They are great games that had puzzles. And The Talos Principle is all about puzzles. It's one of the best games ever in my opinion. I'm trying to find knowledge about puzzle design etc. but a lot of the articles and stuff talk about those old games like Monkey Island etc. I liked and had patience when I was young too, but now I really don't have time to waste. The problem I'm finding a lot of articles and stuff written about puzzles is all about those old inventory puzzles, combining items, using items on objects to do some random thing and unlock the next scene or whatever.
@@ethicalrevolution3294 Oh ok. I just wanted to know why there are so many puzzles in action/ adventure games when they aren't needed. I can't even skip them cuz they won't let you. Also it's not like a minor thing in the game you have to do it no matter what difficulty and the puzzles are the same difficulty level. If you don't do it you can't beat the game. I am wondering is it a government thing that they have to put these puzzles in there.
@@tonyp9313 Most people like puzzles. Games are usually a story with characters. You have to get from A to B. It's not fun to just run from point A to point B and beat the game, there has to be some stuff in between. Sometimes that is puzzles. Sometimes that is fighting enemies. Sometimes that is looking for some item. Sometimes that is doing something someone asks you to do. Puzzles are just one thing you can add to a game so people can enjoy solving it. Because when you solve the puzzle you feel good about it.
@@ethicalrevolution3294 I personally don't like puzzles in those type of games. If they can make you choose difficulty settings I don't see the problem with them giving me the option to skip them. Anyways there must be a reason for it.
just a series of toggles
moon logic