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:)
Tuesday, September 4, 2007
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.
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
. Ingame help but are still far in its trial phase and are not expected by the players. (At least from the old guard that is passionately in their old classics.)
also about the questions for clues at all to split opinions. According to a survey
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.
Monday, March 12, 2007
Vocab C Unit 8 Answers
thoughts about solution helps
Today it's back to the flow, or an issue that affects the flow in my opinion significantly. To illustrate what I am, I put the first question: why children play with so much sand? Why did they build so much with Lego blocks, the answer is: easy. Both are elements with a simple idea, which opens up many possibilities. The sand will also be combined with water, there is another variety is to be discovered possibilities. These opportunities to exploit their own imagination is the fascination of gambling. This knowledge can create with skillful application of a truly great game. Brilliantly simple and interesting as playing in the sand or Legosteinen.Ein my opinion good example of such a game is Gobliiins
: you have three characters, the first one can pick and use things, the second strikes, and climbs up on ropes, the third parties can enchant things or beings. Three figures with simple properties. These do vary in nature (level) to use different, as it depends on the object to which says the magician's magic, what emerges at the end of it. The puzzles are lösbar.Den Only the right combination of skills many different possibilities that are worth investigating, a beam is contrasted with life energy, which decreases every time if one of the dwarfs a "mistake" makes to conjure up such as a carnivorous plant, which is not passt.Zwar criticized the "dying" in Adventures often, I find this option in Gobliiins but an absolutely legitimate way, the game is not boring to be let, for failed level can be repeated quickly without error. Other innovations are simply brilliant as the Gravitygun in Half Life 2, with which one can wear around and throw things, or the gravitational fields in Prey, make it go suddenly from the ceiling or walls. This opens possibilities to the gameplay, thousands more who want to be identified and used. Besides, should also the interface to be as simple as possible and be done with the simplest functions of a variety of activities. The example also have the people at Lucas Arts recognized that use in their first games (Zack Mc cracking, Maniac Mansion) 15 verbs to interact, later 12 (Monkey Iceland 1), then 9 in Monkey Iceland 2 and Day of the Tentacle. In Sam and Max and Monkey Iceland 3, finally, they were limited to simple symbolism: mouth (eat, talk), hand (used to take), eye (look), which has already proved successful in other games (including in Gobliiins ). The possibilities in games should be limited only by the imagination of the player if the basic rules are once fixed.
Today it's back to the flow, or an issue that affects the flow in my opinion significantly. To illustrate what I am, I put the first question: why children play with so much sand? Why did they build so much with Lego blocks, the answer is: easy. Both are elements with a simple idea, which opens up many possibilities. The sand will also be combined with water, there is another variety is to be discovered possibilities. These opportunities to exploit their own imagination is the fascination of gambling. This knowledge can create with skillful application of a truly great game. Brilliantly simple and interesting as playing in the sand or Legosteinen.Ein my opinion good example of such a game is Gobliiins
: you have three characters, the first one can pick and use things, the second strikes, and climbs up on ropes, the third parties can enchant things or beings. Three figures with simple properties. These do vary in nature (level) to use different, as it depends on the object to which says the magician's magic, what emerges at the end of it. The puzzles are lösbar.Den Only the right combination of skills many different possibilities that are worth investigating, a beam is contrasted with life energy, which decreases every time if one of the dwarfs a "mistake" makes to conjure up such as a carnivorous plant, which is not passt.Zwar criticized the "dying" in Adventures often, I find this option in Gobliiins but an absolutely legitimate way, the game is not boring to be let, for failed level can be repeated quickly without error. Other innovations are simply brilliant as the Gravitygun in Half Life 2, with which one can wear around and throw things, or the gravitational fields in Prey, make it go suddenly from the ceiling or walls. This opens possibilities to the gameplay, thousands more who want to be identified and used. Besides, should also the interface to be as simple as possible and be done with the simplest functions of a variety of activities. The example also have the people at Lucas Arts recognized that use in their first games (Zack Mc cracking, Maniac Mansion) 15 verbs to interact, later 12 (Monkey Iceland 1), then 9 in Monkey Iceland 2 and Day of the Tentacle. In Sam and Max and Monkey Iceland 3, finally, they were limited to simple symbolism: mouth (eat, talk), hand (used to take), eye (look), which has already proved successful in other games (including in Gobliiins ). The possibilities in games should be limited only by the imagination of the player if the basic rules are once fixed.
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