Thursday, May 10, 2007

94fbr Windows Blinds 7

The mystery around the puzzle design.

general, you should already think about the puzzle design, how to understand their own confused thoughts. But since this is probably an impossibility, thinking about the nature of the solution using I think an important point in the development of a game. I used to times when my cousin a complete strategy guide for various adventures and found the story-like narrative form in these solutions is very entertaining. Now there are all over the internet more or less well-written walkthroughs, walkthroughs and the rest of them.
But actually feels any adventure gamers somehow offended his Rätslerehre, but if he now needs lenses in the solution and tried unremarkable, perhaps by chance to catch a glimpse of the next tip. Of course completely accidentally jumped into the eye.

Where was previously discussed with friends about the fate of the gasoline for the chainsaw (and thereby created the wildest theories

), is now increasing discussion in forums such as in my beloved
Adventure Treff . Here, however, do more to help with little tips that will bring the player closer to the solution, without having the shame of the inability to find the solution itself, must give (the others are but also came on it grrrr). is also respected scrupulously careful not to spoil

. Now in the past have been some attempts at innerspilelischen Solution aids made, as in "Myst", where you can display some tips, if we do not know. Here are the tips are invariably the same and you have to see how we coped with them. The game "Torin's Passage", however, the tips are often dynamic, here you get only a vague reference, and if not enough, you can always look clearer tips in using the solution until you were literally pushed his nose on the solution.
In games 2 and Goblins 3 Gobliins it possible to view by Joker the whole solution to the current level. Man has only three wild card available, but it can theoretically save everyone by stores before you display the solution, and then reload.
In other recent games such as "Secret Files: Tunguska is a good place to display a button all the hot spots of the current room, if one does not get further. This technique, I was first skeptical, but it surprised me positively, as it so if it really does not go any further, does not have a hope of discovering something new before we fall into frustration.
In "Simon the Sorcerer" could be allowed to give some tips from an owl. This kind of help I find most integrated.

my opinion, it manages a well-integrated solution using more, the player at the bar and the game flow
keep
that I have started to address the most (9 of 27 votes) from integrated solution for direct help, so in the play action and game environment (not in the interface) hidden clues. Almost equally popular is using the progressive-game (7 votes out of 27) and the gradual Walkthrough (6 of 27 votes). Any two Adventuretreffler voted for consultation with friends or the total absence on the help. The complete solution only liked the one of 27 best.
ideas for new game came on solutions, such as keeping a diary as in role-plays, in which the character notes that he has to do next. However, it is in my opinion in the comments
pack. Instead of the "hotspot display mode '" someone said, for a small "pet" of that like a sniffer dog visits important hotspots. A very nice idea I think, the same solution used to help and the atmosphere. :)

I think that the issue of in-game help is not exhausted and lots of creative exploitation of potential added.