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       #Post#: 88--------------------------------------------------
       Designing Adventure Puzzles
   DIR By: Pam
       Date: June 7, 2021, 12:44 pm
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       Jonathan R. Partington
       Based on a Connote8 talk given on July 3rd 1987
       Source
  HTML http://web.archive.org/web/20030205190622/http://www1.maths.leeds.ac.uk/~pmt6jrp/personal/connote8.html
       It's probably best to say first what this talk is NOT about. I
       receive quite a lot of feedback from people who have played
       Adventures I have written, and the following is a typical
       message:
       "Thanks for your hints in regard to Fyleet. I've made
       considerable progress since dealing with the wizard and am now
       up to around 300/600 points. I've still had no luck getting the
       phoenix out of its present state. I did manage to get Bacchus to
       do something useful for me; however, this raises the question as
       to whether the barrel is useful or can be ignored. Also, is the
       symbol of Hurgenpor (in the tunnel after riding the Hippogriff)
       useful at all? I'm currently trying to deal with the Dwarf and
       the A-Z exit. Still unsolved are how to pass without a trace and
       float like a feather. Am I correct in assuming that it really
       isn't necessary to wish at all? It seems that by wishing you're
       forced to lose one treasure."
       Well I don't propose to answer any of those questions here, more
       to give some ideas of how one constructs adventure puzzles.
       There is a classic joke that seems appropriate here:
       Q: How many adventure players does it take to change a
       lightbulb?
       A: One to type BREAK BULB, another to try EAT BULB in the wrong
       room, another to try WAVE BULB, ...
       The moral being that whatever you do and however obvious you
       think a puzzle is, there will always be some contingency you
       don't allow for, and someone who will try something you didn't
       think anyone would try.
       Adventures come in a variety of styles, with different aims and
       plots (sometimes rather thin). A few typical 'player goals' are
       as follows:
       Collect loot (Colossal Cave, Zork, Acheton, Murdac,
       Philosopher's Quest, Quondam, ...);
       Win back your kingdom (Hamil);
       Impress someone enough so that they will help you fight some
       adversary (Fyleet, Crobe);
       Show virtue enough to win the Holy Grail (Sangraal);
       Escape from prison (Xandos);
       Regain your sanity and then fulfil some mission (Xeno);
       Kill a mighty wizard (Parc);
       Kill a giant (Giantkiller!);
       Get off a planet alive (Countdown to Doom);
       Get out of the world you're in (Avon);
       and so on. Let's have an example -- the start of a typical
       adventure game (Crobe).
       --- Code ---
       
       SEA / BEACH
       O----------------------O----------------O
       |                       CLIFFS           \
       |
       O--O--O flour             O----------------O lemming
       | / \ |                   | mystic
       zombie  O     O TOWN              | pole
       | \ / |                   | flame
       O--O--O accordion         |
       |                      |
       fish O----O----------------------O----O princess, throne
       RIVER            ROAD        |
       |
       O witch
       
       --- End Code ---
       THE START OF AN ADVENTURE
       This is a game you probably haven't come across, called Crobe.
       The hero has been sent to deal with some evil being called Karg
       who has laid the town of Crobe to waste and is now believed to
       be in hiding somewhere in the cliffs nearby with an army of
       trolls. Your mission is to dispose of him.
       Well I don't intend to explain how you do this, but, for
       illustration, let us look at some of the 'above ground'
       features.
       Over to the west we have the ruined town of Crobe, and its
       sea-front, with the tide in. Objects which may or may not be of
       use include a wandering zombie, a bag of flour, and an
       accordion. Also a dead fish washed up on a river bank. Over to
       the east, outside the town, there is more to see: a witch, who
       demands that you discuss some interesting topic with her (though
       initially nothing seems to interest her); a princess on a golden
       throne; a mystic sitting on a pole near a fire; and a statue of
       "The Unknown Lemming", appropriately placed at the cliff edge.
       Experiment suggests that eating the fish is not a good idea, as
       it needs cooking. However, when you cook the fish on the sacred
       fire, the mystic grabs it and runs off, complaining that he
       hasn't eaten for weeks and that your action in cooking fish
       nearby is more than his flesh and blood can stand. So this
       leaves you with a pole, by the cliff edge.
       Kissing the princess is obvious enough: she turns into a frog,
       allowing you to sit down on the throne. In best Canute style,
       this causes the waves to recede and the beach to appear. The
       frog itself has another use later, but at this stage it just
       makes strange croaks of "WEEBLE", "BARGLE" etc. at you.
       Proceeding along the beach you find a cave entrance, but since
       there is a cyclops standing in it, it is rash to go further.
       Instead you go back and and push the pole over the cliff (so
       that he comes out to investigate) and finally push the lemming
       over (crushing him). In fact the items you haven't yet used do
       come in useful later, although you have to explore a but further
       to see how they fit into the game. That's probably a fairly hard
       opening for an adventure.
       Let me give some examples of what I consider to be bad puzzles
       -- where the player feels dissatisfied, even when he's solved
       them (I'm not claiming that I can always do better!) They all
       come from games which otherwise are good in many respects.
       Waving the rod (a magic wand) in Colossal Cave: first of all you
       are supposed to wave it in places where it is not at all obvious
       that you need to do anything at all (e.g. at a fissure, where a
       crystal bridge appears); secondly there are places where you
       need to wave it twice before anything happens. This seems a bit
       unfair. The player ends up trying to wave the rod everywhere he
       goes.
       The magazines in Colossal Cave. You score a point for leaving
       them somewhere. It is not at all clear why!
       In Zork, there is a curtain of fire. Saying "Go North" (or
       whatever direction it is) doesn't let you pass through. "Walk
       through curtain" is required. No one knows why, and most people
       have to be told the precise wording.
       Again in Zork there's a puzzle founded on Baseball. Not much
       point if you don't know the game!
       In Hezarin, there is a place where you see the illuminated sign
       "G - 1 - 2 - 3". The answer is "Enter lift". All right, there is
       a puzzle there -- to recognise that it's a lift. But I would
       prefer "Call lift" as the solution and would have wanted to
       allow "Press button" or whatever as well (assuming that there is
       a lift button).
       In "L", a Mathematical adventure, there is an elliptical
       billiard table. The ball starts at one focus and you find that,
       whatever angle you hit it in, it goes into a pocket at the other
       focus. All very interesting, but totally useless: there isn't a
       puzzle there at all, it's merely rather irritating local colour
       -- irritating because the player looks for a problem that isn't
       there!
       How much magic do you put into an Adventure? Well, there are
       perfectly good adventures (e.g. Xenophobia, which is set in
       London) in which no magic is involved. At the other extreme you
       have adventures with magic words chalked up on every wall, and
       the poor player going all the way round the game trying to find
       out where exactly the word "BZZZT" does something, only to
       discover that you have to be in the Great Hall and holding both
       the parrot and the teapot, but having already eaten the melon
       and thrown the pig at the duchess. I exaggerate, but you see
       what I'm objecting to: purposeless magic. Magical artefacts that
       suggest what they might be useful for (e.g. mushrooms that when
       eaten make you strong, causing you to wonder where strength
       might be useful) are much better than objects with irrelevant
       magical side-effects.
       I'd like to say something here about the conventions of
       Adventure games, and how they can be made less hackneyed.
       Firstly, Mazes. Many adventures have mazes of some sort in them.
       They vary from the elementary (drop objects in order to make the
       rooms look more different from each other) to more subtle
       variants.
       In Zork, for example, dropping objects is partially thwarted by
       a thief, who wanders round and picks them up again ("My,
       someone's left a fine sword here!") In the Hamil maze, life is
       made harder for the player by the fact that every time he leaves
       a room, the ceiling collapses, and so he can't visit any room
       more than once (and needs to visit all the rooms in the maze
       since they all contain something). In Acheton there are the Ice
       Mazes, where the ice is always about to melt: a thermometer is
       used to identify the safe way through.
       Sangraal has a rotating maze, where the directions keep
       changing. Fyleet has a greatly simplified version of the Fifteen
       Puzzle, where you have to manoeuvre objects about that cannot be
       put two in the same room. Murdac has a haunted house, where a
       poltergeist is throwing objects at the player, who has to deduce
       where the ghost is and avoid it. Philosopher's Quest has the
       notorious Garden of Eden, where the serpent very persuasively
       offers the player all sorts of rewards if he will eat the apple
       on the tree. Finally the snake says "Do I have to spell it out
       for you? You're in EDEN!" The directions E-D-E-N may be found
       helpful here...
       Another convention is the Rusty Rod (sometimes with a star on
       the end). In various games that becomes a magic wand, a morning
       star (the weapon), a crowbar, an electrical conductor, ...
       How much combat do you put in an Adventure game? Colossal Cave
       has the dwarves (and the player has a nonzero probability of
       being killed whatever he does). In Acheton there is a little
       green-eyed idol (cf. the famous poem about a one-eyed yellow
       idol to the north of Khatmandu), which when robbed of its eye
       comes back for vengeance: and if the player is unlucky will get
       it! MUD of course contains large elements of combat, as does the
       original Fantasy game. Mystic Wood and Sorcerer's Cave have been
       computerized, and make amusing "Hack-and-Slash" games.
       Combat systems can be rudimentary or very sophisticated indeed.
       You can have a simple system where the player has a fixed
       probability of winning a battle, right up to a full simulation
       of the system in some Role Playing Game like Dungeons and
       Dragons or Runequest.
       So where does one get the ideas for puzzles? The answer is,
       almost anywhere, as I'll indicate.
       One useful source is literature. One can pinch, I mean adapt,
       all manner of classical themes. The Sword in the Stone has been
       used in numerous games (in Colossal Cave you need the strength
       to pull it out, in Quondam it breaks and needs repairing, in
       Crobe it's held in an anvil by electromagnetism and you need to
       break the circuit). The Ancient Mariner turns up in
       Philosopher's Quest, and you end up with an albatross round your
       neck that needs removing. The Hunting of the Snark provides a
       puzzle in Hamil, the Phoenix legend to Fyleet.
       I once saw an opera (a Russian one, I think) where someone
       filled a golden bowl with water and saw a vision. The idea was
       used in Murdac. Moses and the Ten Commandments (or, more
       precisely, the 11th) have a role to play in Sangraal, as do
       Edgar Allan Poe's Raven (Nevermore) and Shelley's Ozymandias!
       Given an item in a game, one often devises puzzles which exploit
       its various possible uses. A witch's broom can also be used for
       sweeping the floor to expose a trapdoor. A duster can be a
       bandage, a cloth, etc. In Fyleet there is a prayer mat which,
       when used appropriately, causes a mighty wind to arise. This can
       blow things out of trees, disperse fog, and so on.
       Thematic puzzles are enjoyable, and you get several at once that
       way. Sangraal has two such. First there is a 'Seven Deadly Sins'
       area, where the object is to commit each of the sins in turn --
       being slothful, being gluttonous, and so on (I had trouble
       implementing Lust in a tasteful way). It also has a Noah's Ark
       puzzle, where you have to find animals to take to Noah: sloths
       in trees that need waking, wolves that are too fierce to handle,
       tied up emus that it seems impossible to free, and others!
       Some puzzles depend crucially on timing. Acheton has several
       such: a giant who stomps around in a regular path (& will crush
       you if are in the wrong area at the wrong time); the mummy Yelka
       Oekim who must equally be evaded (the solutions are different!);
       a notorious snake maze which you can explore while the snakes
       are asleep, but which you must activate later, risking attack
       from the snakes, in order to liberate the treasure. Another
       example is Crobe's ship wrecking: you have to let some pirates
       take over a ship, then show a false light to guide them onto the
       rocks!
       Some puzzles come naturally and the adventure writer also has to
       struggle to find a solution. For example, in the barn in Fyleet,
       an animated white sheet descends on you and smothers you: it was
       my wife's idea that the player should wear a spiky Teutonic
       helmet to protect himself. Elsewhere I needed a one-way exit to
       avoid the player returning the way he'd been. The barn naturally
       suggested a bale of hay, down onto which the player could jump.
       Finally, there are plenty of conventional puzzles which can be
       put into Adventure settings. A few examples follow.
       ENTER
       ENTER
       ENTER
       ======
       HEROES
       The above is an alphametic. The numbers solving it can give a
       combination used elsewhere.
       UIF QBTTXPSE JT IPSTF. A cryptogram (suitably arranged in a
       crypt in Hamil).
       Then there are steals from Dudeney and other famous puzzlists:
       "Lost - one wolf, one goat, one cabbage". The old puzzle about
       transporting wolf, goat and cabbage without leaving the wolf
       alone with the goat, or the goat with the cabbage.
       Logic puzzles:
       NW exit: If this is the safe exit, then N is False.
       N exit: If this is the safe exit, then NE is False.
       NE exit: If this is the safe exit, then NW is True.
       Puzzles based on Binary and Ternary systems ("Hippogriff rides
       29 groats -- please insert exact fare").
       In fact almost anything can be fitted into an Adventure
       somewhere. As an extreme example, Sangraal has a "Klingsor's
       Tower" puzzle, where the evil wizard Klingsor challenges the
       player to a wide range of contests: solving riddles, completing
       poems, simple games, and various miscellaneous puzzles.
       In summary, it's very easy to design Adventure puzzles. I've
       never been able to solve them, though.
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