Puzzles, what are they good for? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html) +--- Forum: Blog (https://www.frictionalgames.com/forum/forum-23.html) +--- Thread: Puzzles, what are they good for? (/thread-20425.html) |
RE: Puzzles, what are they good for? - Zgroktar - 02-26-2013 (02-26-2013, 10:48 AM)Kman Wrote: Zgroktar just hit the nail right on the head. Pretty much my exact thoughts on the matter. Great minds think alike RE: Puzzles, what are they good for? - Doomtodeath - 03-08-2013 Depending on what you mean exactly, I will say two parts 1. They are good for your mind 2. They make games more challenging and a complete action horror would suck ass. RE: Puzzles, what are they good for? - Googolplex - 03-25-2013 Question: What do you think about puzzles like this? Remember, that I always mean the "hard" method, but be warned to spoilers! See this puzzles just as "examples" of design and challenge. http://silenthill.wikia.com/wiki/Crematorium_Puzzle http://silenthill.wikia.com/wiki/Tarot_Card_Puzzle http://silenthill.wikia.com/wiki/Shakespeare_Anthology http://silenthill.wikia.com/wiki/Stanley_Coleman http://silenthill.wikia.com/wiki/Piano_Puzzle http://silenthill.wikia.com/wiki/Coin_Puzzle RE: Puzzles, what are they good for? - wubwub - 03-27-2013 puzzle hard, game must no have hard puzzle RE: Puzzles, what are they good for? - Googolplex - 03-27-2013 (03-27-2013, 04:56 PM)wubwub Wrote: puzzle hard, game must no have hard puzzle Weak puzzle, weak game. That's it. RE: Puzzles, what are they good for? - wubwub - 03-27-2013 but game no just puzzle, game must story and feel RE: Puzzles, what are they good for? - Ghieri - 03-27-2013 (03-27-2013, 05:47 PM)wubwub Wrote: but game no just puzzle, game must story and feel Words to live by: Story and feel. RE: Puzzles, what are they good for? - Googolplex - 03-27-2013 (03-27-2013, 05:47 PM)wubwub Wrote: but game no just puzzle, game must story and feel Yes, but game also no just story. A good game is a combination of all the best of story, puzzles, good feeling, and much more... Every single thing must be the best of possible. So, when we're talking about puzzles, it should be very thoughtful and not only pick up an object and place it into a slot. That's even not worth to be called a "puzzle". That's easy boring and will not make you stuck and thinking about what to do next - what we call "feeling" here to influence the whole experience. The "flow" of a game has to get broken many time. That you don't know what to do next and search for missing secrets in the environment to bring you forward. Make your own thoughts - that's immersion! And the same as feeling. And I think, Thomas changed his design type too much after the popularity of Penumbra and the success of Amnesia. I think, he played too many other games and get inspired by too many other media. Instead to stay faithful with his unique own work. We are here, because we are huge fans of Penumbra and Amnesia. So, it would be no good idea to make the next game more different. RE: Puzzles, what are they good for? - Deep One - 03-27-2013 (03-25-2013, 07:06 PM)Googolplex Wrote: Question: Those are cleverly designed, but too hard for me (I don't want to exit the game every 10 minutes to check the answer). Penumbra puzzles are just perfect IMO RE: Puzzles, what are they good for? - Googolplex - 03-27-2013 (03-27-2013, 07:31 PM)Deep One Wrote: Those are cleverly designed, but too hard for me (I don't want to exit the game every 10 minutes to check the answer). Penumbra puzzles are just perfect IMO Silent Hill puzzles are also too hard for me, but I enjoy it. I like hard puzzles, that challenge my brain. Penumbra puzzles are good. But Amnesia is too easy in 80% of all puzzles. |