flash project! The beginning.
short first: I have searched the Internet for a list of puzzle types, but found only a rather confused version
. So I have created themselves a summary
in which I have tried to define the puzzles kept forms in general.
will break for several months now I have the head of this without what would be an adventure not an adventure: the puzzle. What makes a good puzzle design? A satisfactory answer I have not found yet, but I'll write down my experience and knowledge.
's start with the definition. I would like to quote a friend who has brought the essence of the puzzles in adventure games quite well to the point: "I define riddle:" A task or a goal, the fulfillment or its solution is hampered by obstacles. The solution results from a combination of principles of the game world means available (eg, inventory items, services, personnel) and interactions with the game world. "(BlueGryphon)
I found in the Adventures goals are divided into three Areas:
Second, find information, goods or solution paths.
Third, applying the information (directly or indirectly), articles or solutions.
The
history that tells a game is repeatedly interrupted and can continue to be related only by solving various tasks werden.Je better on the task is integrated into the story, one that is already in solving the puzzle more details or the continuation of the story learns, the more motivating it is for the player to continue with the game. So you can sketch out the rough, because it provides several other factors play into the game
into motivation, which are closely linked with the puzzles. is, therefore, the degree of its integration. I have the Adventure-Treff forum a survey
started to puzzle out unpopular and even if sometimes differing tastes strong, but all agree on one point among others: poor integrated puzzles are stupid. Particularly often called here, the so-called mini-games, so little integrated in the game are that they are played in theory even without the Surrounding Adventure könnten.Ich see the mini-game problem but not quite so stark as some in the forum. I think these can be useful to insert in the game environment.
bad for the
motivation is, if the player does not know what he has to do. This situation can be there as a kind of diary, as we know it from role playing in the notes and the notes next to the tasks ahead of the game or player. All of the classic but can also be accomplished by the character
itself for example when viewing mysterious relevant places or objects Notes
is what to do or how to solve the puzzle, perhaps.
too large action spaces act quickly motivation downward, as the player does not know where to start, he should and / or ever have to search until it is findet.Gemeint a solution-relevant information or subject matter here, too many walk-in locations to be made on where too much can, and too many puzzles that can be solved at once. Thus, there are no clear structure. Therefore, it is most Adventures usus that the player puzzled by small portions, which are often divided into acts or chapters. (Incidentally, it adds value in developing the game easier, little time . And to create spatial sections, as a giant confusing areas)
Very comfortable is when Adventures are offered in several levels of difficulty or with multiple solution paths, as has the Lucas Arts done in a very exemplary manner: reduced puzzles and more information on the solution or a simplified puzzle mechanics (Loom) make an adventure attractive to inexperienced players, and this includes even greater replay value. Freely selectable characters in Maniac Mansion and Indiana Jones and the Fate of Atlantis (where you can choose to start if you want to go along with Sophia alone or a puzzle or action-heavy way) increase replay value also enormous and earn a lot of respect.
Several approaches to solving a puzzle also want the visitors to the Adventure Treff forum often. This desire is often accompanied, the Board of another point bad puzzle design: when the character as a bird scaring and must solve for a strange and not navollziehbare puzzle chain needs, although he theoretically would have one of the standing next to the house bars can use would be it only accommodated gewesen.Unlogische or unnecessarily complicated puzzle to meet with resistance, but I've already said yes here in detail.
Finally I would like to have my
survey on diversity puzzles in games for the language. I wanted to know how important it is to the players, how often the different puzzle types alternate in the game. Interestingly, 17 out of 33 participants clearly expressed in a wide variety, 15 of 33 are however not a small variety of puzzles as bad and one person spoke in favor of absolute monotony mystery. As a stark contrast
but repeatedly expressed that to a certain type of puzzle schimpfen.Besondere unpopularity seem to "enjoy" above all the sound puzzle, as some players obviously not a very good musical Have never heard unddaher solve these puzzles without help for many können.AUch unpopularity are the "mystery machine", ie the trial and error in technical devices such as Myst and, as mentioned, mini games, especially sliding puzzles.
The classical inventory and dialogue puzzles, however, everybody seems to like it.
I think that you can implement any good mystery, it should be integrated logical understandable, fair and good:)
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