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       #Post#: 70--------------------------------------------------
       Application of Puzzle Theory
   DIR By: Pam
       Date: June 5, 2021, 7:17 am
       ---------------------------------------------------------
       Scarpia, 2003
       Source:
  HTML http://junk.dk/puzzle/
  HTML http://junk.dk/puzzle/
       Good puzzles alone do not make a great adventure game.
       Essentially, it is all about plot consistency, puzzle
       integration, well-developed character personalities, and plenty
       of humour. But forget all that for a second, and Let's Talk
       PUZZLES!
       Why this article?
       I'm still fairly new to the independent game developer
       community, but adventure game puzzles have been a strong passion
       of mine ever since my 'first encounters' with them in Beneath A
       Steel Sky way back in '94. Anyways, after having lurked around
       in the community for a while, it has surprised me how little
       this topic is actually being discussed.
       I went on to frantically Googling the web for "adventure
       game puzzles", "puzzle design", "puzzle theory" and the like,
       but -- to my astonishment -- the material available on the topic
       is limited to Esseb's old topic
  HTML http://www.sylpher.com/OldForum/Theory.htm
       from the DOSUser
       boards, an article by Blake Speers
  HTML http://web.archive.org/web/20130121122814/http://adventuredevelopers.com/featuredetail.php?action=view&featureid=30&showpage=1<br
       />from the AGDZine and one, ONE!, actual structured article
  HTML http://web.archive.org/web/20090212134529/https://scottkim.com/thinkinggames/GDC00/bates.html<br
       />from 1997 on the topic of puzzle design, by Bob Bates of
       Legend
       Entertainment.
       Well - that's not entirely true. I did also find a short
       article by Johnathan Partington
  HTML http://web.archive.org/web/20111002044052/http://www1.maths.leeds.ac.uk/~pmt6jrp/personal/connote8.html<br
       />somewhere, and another one
  HTML https://www.gamasutra.com/view/feature/131326/designing_and_integrating_puzzles_.php<br
       />on GamaSutra, and a few more; but these are hardly worthwhile
       from a game designer's point of view.
       Now, although there are literally dozens of amateur
       adventure games currently in the works, using engines like AGS,
       AGAST, WME or SLUDGE, the one thing amateur designers still
       aren't discussing, is how to make good puzzles.... which, in the
       eyes of someone like me, is a pity beyond belief.
       Theory vs. Practice
       I'm not here to re-invent the wheel, though. Go read Bob
       Bates' article on Puzzle Theory
  HTML http://web.archive.org/web/20090212134529/https://scottkim.com/thinkinggames/GDC00/bates.html<br
       />if you haven't already done so. C'mon, go there. Go! Now!
       Good. Every adventure game developer should know the basics
       of puzzle theory. However, my intent is another. I want to dig
       in a little deeper, into the practice and application of puzzle
       theory. To me, at least, this calls for a different angle. When
       designing puzzles, I need to distinguish between different kinds
       (or 'implementations') of "sequence puzzles", for example,
       whereas it does not make sense to consider "ordinary use of an
       object in the way it was obviously designed" a puzzle, at least
       not by itself.
       In a practical approach, we must categorize puzzles not by
       similar goals, but by the types of actions that a player must
       perform in order to solve them. To clarify: I wanted my
       classification of puzzle types to reflect that two subsequent
       puzzles of the same type will make the player feel like he's
       doing the same all over again, only in a different context. With
       two subsequent puzzles of different types, the player will get a
       more rewarding and diverse experience.
       Applied Puzzle Types
       Quid Pro Quo / Exchange Puzzles
       Inventory / Combination Puzzles
       Timing Puzzles
       Distract-n-Grab Puzzles
       Maze Puzzles
       Escape Puzzles
       Disguise Puzzles
       Cryptogram Puzzles
       Memory-based Sequence Puzzles
       Logic Sequence / Device Puzzles
       Repeated-Action Puzzles
       Dialogue Puzzles
       Forced Dialogue Puzzles
       Riddles and Logic Puzzles
       GUI / Board Puzzles
       Dead Ends, Red Herrings and Faux Puzzles
       #Post#: 71--------------------------------------------------
       Re: Application of Puzzle Theory
   DIR By: Pam
       Date: June 5, 2021, 7:37 am
       ---------------------------------------------------------
       Quid Pro Quo / Exchange Puzzles
       The most basic of all puzzles, from an implementer's point
       of view. The objective is for the player to get a certain item,
       and in order to get it, he will have to give up something else,
       be it from his inventory, or something he must first acquire.
       (Often, the item you need belongs to an NPC who will give
       you a clue as to what he is willing to trade it for. All there
       is to the switch itself, is then trading one object for another
       by finding the item he wants and giving it to him, and in
       return, he will give you the item you need.)
       The other typical kind of QPQ puzzle is the Indiana Jones
       switch, in which you must use an object with the item you need,
       in effect switching the two, to get the item you need. Strictly
       speaking, the objects do not always 'switch', but after getting
       item B, you will no longer have item A in your inventory.
       Be aware that badly-designed QPQ puzzles become boring in
       no time, and that many (if not most) amateur adventure games
       suffer from an excessive use of them. If half (or more, eek) of
       your puzzles are QPQ puzzles, your game play is likely to bore
       the players. To make a QPQ puzzle more interesting, a game
       designer can use a number of techniques:
       (1) Make the clues from the NPC as vague as possible without
       spoiling the puzzle altogether. "Oh no, my dress is all torn
       up.." is vague, and opens up to a variety of solutions. In
       short, the obstacle is merely presented to the player. "My dress
       needs mending. Could you find me a pair of tailor's scissors?"
       not only reveals the complete obstacle, it also tells the player
       exactly how to complete the puzzle. The 'how' should always be
       left to the player, and this is accomplished by being vague. On
       the other hand, do not make your 'how'-clues too ambiguous, or
       you may lead the player completely and helplessly off track.
       Always leave good hints.
       (2) When it comes to the items themselves, don't be too obvious
       either. If the NPC (vaguely) asks for an orange, don't just
       leave an orange lying around in the next room. You could instead
       (and I'm just brainstorming here) have a sarcastic bartender
       NPC, who, earlier in the game, had been refusing to serve
       anything but orange juice to a wimpy looking character in the
       corner of the inn, and make it possible (through subtle hints)
       for the player to recall this incident, go back to the inn, get
       the glass of orange juice, and complete the exchange.
       (3) Use QPQ puzzles in combination with other puzzle types to
       make more unique puzzle structures. Don't make it too easy for
       the player to get the item for the exchange - use an additional
       puzzle here, or two, or five, or whatever - as long as you
       always remember to switch between different puzzle types.
       #Post#: 72--------------------------------------------------
       Re: Application of Puzzle Theory
   DIR By: Pam
       Date: June 5, 2021, 10:46 am
       ---------------------------------------------------------
       Inventory / Combination Puzzles
       Rarely a puzzle in itself, but it deserves mentioning
       nevertheless. It isn't easy for a game designer to pull off a
       good inventory puzzle, since the combination of items must be
       somehow logical without being too obvious (of the gun-bullet or
       flashlight-batteries type) or too arbitrary, which will throw
       the player into use-everything-with-everything hell. The balance
       is best achieved, I think, through good beta testing. Whenever a
       beta tester attempts a combination of objects, that should
       signify some kind of logic connection between those objects,
       even if the game designer didn't think of it.
       If you know beforehand that the player is likely to try a
       certain combination which isn't the right one, the least you can
       do is reward him with some kind of witty comment when he does.
       After all, cracking that use-violin-with-bible combo takes a
       pretty awesome imagination.. Okay, so it may be completely and
       utterly wrong, but at least let him know you're *way* ahead of
       him..
       The best way to balance your inventory puzzles is using the
       object descriptions to leave hints about their possible future
       use. Always do this.
       Always reward the player
       Solving a puzzle, especially a hard one, should always be
       rewarded!! But what can you give him?
       How about this:
       - A funny or surprising dialogue (very small reward)
       
       - A unique character animation (small reward)
       
       - Access to a new location (small/medium reward)
       
       - Access to a new area of locations (medium/big reward)
       
       - A cutscene (medium/big reward)
       
       - Access to a new player character (big reward)
       These are exciting for the player to watch, and every time
       you reward him with one of these for solving a puzzle, he'll
       want to solve the next one more.
       Dave Gilbert pointed out that a funny or surprising dialogue
       can also be used as a reward, and I agree completely. But unless
       the dialogue is wrapped in a cutscene, it is a very small reward
       compared to the others, even if it's really funny. When I break
       out a new amateur adventure game, I expect humour but hope for
       animations. Nuff said.
       #Post#: 73--------------------------------------------------
       Re: Application of Puzzle Theory
   DIR By: Pam
       Date: June 5, 2021, 1:29 pm
       ---------------------------------------------------------
       Timing Puzzles
       Very possibly the most underestimated puzzle type of all.
       It is almost never seen in amateur adventure games, mostly
       because it takes some less-than-trivial scripting. To me, timing
       puzzles are often what makes an adventure game come to life.
       My definition of a timing puzzle differs from that of "an
       action that will not yield an instant effect, but instead will
       cause something to happen at a particular point in the future",
       as formulated by Bob Bates. If you ask me, that definition would
       fit half the puzzles in Beneath a Steel Sky or Day of The
       Tentacle. If a puzzle is well integrated in the game plot, it
       will invariably trigger some kind of effect later on in the
       game, no matter what kind of puzzle it is. Instead, I define a
       timing puzzle as a puzzle that has an actual timer, like an
       invisible stopwatch, and in which the player must take specific
       action between time A and time B for his action to succeed.
       Example:[spoiler]Monkey Island 1 & 2 had wonderful timing
       puzzles: Grabbing the cartographer's monocle at the right time;
       walking into the kitchen of the Scumm Bar when the cook was out
       of sight; the spitting contest puzzle (my favourite adventure
       game puzzle of all time) had no less than two great timing
       puzzles, etc.[/spoiler]
       I could go on like this, but what's special about timing
       puzzles is that they can be amazingly simple and logical, all
       the while being surprisingly rewarding to solve. Ditch half a
       dozen QPQ puzzles for one or two timing puzzles, and watch that
       game come to life before your eyes.
       #Post#: 74--------------------------------------------------
       Re: Application of Puzzle Theory
   DIR By: Pam
       Date: June 5, 2021, 4:57 pm
       ---------------------------------------------------------
       Distract-n-Grab Puzzles
       Another real classic, but this one is much more rewarding
       than the plain old QPQ puzzle. Sometimes the distraction part
       includes a timing element of some sort (kicking it up a notch),
       but lots of DnG puzzles keeps the NPC busy until the player has
       grabbed what he needs.
       Too many DnG puzzles in one game might feel awkward, but so
       would an amateur adventure game without them ;)
       Examples: [spoiler] The infamous "three-headed-monkey"
       trick; Getting rid of the 'Woodchuck' in Monkey Island II, the
       General and his secretary in Broken Sword II, or the mechanic in
       the beginning of Beneath a Steel Sky. [/spoiler]
       #Post#: 75--------------------------------------------------
       Re: Application of Puzzle Theory
   DIR By: Pam
       Date: June 5, 2021, 8:35 pm
       ---------------------------------------------------------
       Maze Puzzles
       Mazes are so cliché. Fortunately, it is not terribly easy
       to create a maze puzzle, or I'm sure there'd be one in every
       amateur adventure game out there, one more heinous than the
       other. Poorly designed mazes are absolute game killers, whereas
       really good mazes are just slightly annoying. Okay, I'm sure
       there are lots of people who actually enjoy working through
       mazes, but unless your maze design is really good, even they
       will get frustrated long before they get it right.
       Most mazes in commercial adventure games will provide good
       in-game hints, such as clues, maps, parrots, dancing lesson
       charts, ways of leaving a trail behind, etc. Why? Because
       walking into a maze blind is bound to get you stuck. That's the
       original idea of any maze, of course: to get you stuck so you
       won't find the secret on the other side! "But my maze isn't
       *that* hard", I hear you saying. But if it's really that easy,
       why is it there in the first place? Did the villains of your
       story think that only really dumb people would enter their
       labyrinth? Or are you basically just wasting the player's time?
       Is a maze really necessary? Does it make sense to even have a
       maze in the context of your game's plot? Think about it for a
       while, before you decide to script that maze.
       To summarize: If you want to include a maze, fine. Just
       remember this: In-game hints. In-game hints! IN-GAME HINTS!
       Aim to integrate puzzles and plot
       Whenever the player acts in your world, the world should
       react to the change. Avoid having too many puzzles that don't
       affect anything other than the immediate state of an object /
       location. Instead, have the player's solutions affect other
       characters, the scenery, or (my favourite) the primary plot.
       This helps make the game seem much more non-linear.
       Imagine that the solution to one puzzle later turns out to
       present an obstacle for the player, that is, another puzzle?
       E.g. the player needs to pass a huge boulder, so he pushes it
       over the cliff's edge. Later, at the bottom of the cliff, he
       finally arrives at the cave holding the big treasure, only to
       find the boulder from earlier landed exactly there, blocking the
       entrance.. You'll get the picture. Great example: Beneath a
       Steel Sky does this a lot.
       #Post#: 76--------------------------------------------------
       Re: Application of Puzzle Theory
   DIR By: Pam
       Date: June 6, 2021, 7:08 am
       ---------------------------------------------------------
       Escape Puzzles
       Oh no - our hero is locked up in chains on the floor of a
       tiny prison cell, and the prison is engulfed in flames. All he
       has left is a dry bone, a hungry rat and five thousand rubber
       bands. Now what?
       Escape puzzles are fun because we know the answer lies
       right in front of us, but we just can't see it. There is no risk
       of frustration due to walking between locations, talking to the
       same characters over again, etc., since the solution is
       obviously there in that one location. This basically allows for
       more difficult puzzles, e.g. in the form of intricate logic
       sequence or device puzzles. But don't overdo it - spending too
       long in the same room, stuck with an escape puzzle in the same
       room, trying different approaches in the same room, listening to
       the same music over and over again, in the same room!!!! - will
       eventually get tedious, or worse.
       Again, it's all about being unconventional when supplying
       the player with inventory items. And remember - even prison
       cells have more exits than one. Make the player wonder whether
       he's supposed to dig his way out, bend the bars in the window,
       or reach the keys on the table beside the sleeping guard. Guards
       in movies and adventure games sure seem to sleep a lot on the
       job, don't they? ;)
       #Post#: 77--------------------------------------------------
       Re: Application of Puzzle Theory
   DIR By: Pam
       Date: June 6, 2021, 11:11 am
       ---------------------------------------------------------
       Disguise Puzzles
       Sometimes, you need to look different in order to get
       inside a certain place, and you will need a disguise. Some games
       take the easy way out and supply a costume shop, complete with
       wacky shopkeeper and everything, while others require you to
       make your own nose, wig or peg leg from the items you can find.
       Both approaches can be hilarious.
       These are rarely seen in amateur adventure games, probably
       in part because they require additional character art, sometimes
       even extra animation. But animations are not merely superfluous,
       time-consuming eye candy, although I'm sure many amateur game
       designers wish they were. I believe lots of animations are
       necessary for an adventure game to be good. The graphics don't
       have to be great, but if there are no extra animations, the game
       will always have that 'static' feel to it that many amateur
       adventure games have.
       #Post#: 78--------------------------------------------------
       Re: Application of Puzzle Theory
   DIR By: Pam
       Date: June 6, 2021, 12:26 pm
       ---------------------------------------------------------
       Cryptogram Puzzles
       I hate these. In real life, I enjoy a challenging
       cryptogram as much as the next man, but in adventure games,
       cryptograms have always been pathetically, painfully,
       monumentally crappy. Probably because any half-decent cryptogram
       would throw off 60% of the core players then and there, and few
       game designers are willing to take that risk. I know I'm not.
       With that rant out of my system, I can go on with the
       description. Cryptogram puzzles are basically just encoded text
       messages written with either letters or symbols / numbers that
       represent letters. Now, in order to decipher the cryptogram
       (thus making it readable), one needs some sort of 'key'. Most
       adventure games use trivial ciphers such as ROT13 (which
       'rotates' the individual letters alphabetically by 13 places) in
       order to keep the difficulty level down, and, on top of that,
       they add in-game clues to make sure even the last 15% will get
       it right without too much frustration. I suggest you do the same
       if you choose to include a cryptogram puzzle in your game.
       Epic plot structure
       Game plots should follow the same basic rules of story-telling
       that movies or books do. These epic principles have been refined
       for centuries, and only fools do not abide by them:
       (1) Use the first few puzzles mainly to introduce and establish
       characters, locations and the basic plot outline.
       (2) Spend a lot of effort developing the core characters, and
       make sure the player sympathizes with and cares about the
       protagonist.
       
       (3) Build up tension throughout the game, reaching a climax at
       the final endgame puzzle.
       (4) If you are making a large game, try to divide the plot into
       a couple of logical "chapters", each following these epic
       principles.
       #Post#: 79--------------------------------------------------
       Re: Application of Puzzle Theory
   DIR By: Pam
       Date: June 6, 2021, 1:45 pm
       ---------------------------------------------------------
       Memory-based Sequence Puzzles
       Most puzzles consist of a sequence of events leading up to
       the solution in one way or another. What distinguishes this
       category of puzzles, is that the puzzle basically relies on the
       player to remember and recreate a sequence of steps or actions.
       [spoiler]Like the safe combination in Monkey Island I: At one
       point, you watch the shop manager open the safe with a
       combination of push/pull actions, and when he leaves, you must
       perform the same sequence to open the safe. [/spoiler]
       Memory-based sequence puzzles are quite satisfying, because they
       are naturally split in four separate, consistent parts:
       1. Observing the sequence (often this part is a small puzzle in
       itself)
       2. Figuring out you'll need this information, possibly checking
       the sequence again
       3. Memorizing the sequence (or writing it down)
       4. Recreating the sequence from memory
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