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Posting Freak
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RE: What do you think about puzzles in AAMFP?
Haven't quite finished the game yet, but so far I like the style of the "puzzles", if one might call them that. Pretty much for the same reason Alex Ros stated: It doesn't feel like a game anymore, thus it doesn't make me think like I'm in a game.
Frequent and difficult puzzles are, in the end, a very artificial element, similar to combat or precision jumping. A mere obstacle that you have to overcome with skill or intelligence, simply there to give you something to do and keep you entertained.
Think about it - in real life situations, how often do you come across a real "puzzle"? Say, the lights go out and you figure that a fuse must have blown in the cellar. Do you have to solve some intricate riddle now? No, you go down there and simply replace the damn thing.
Maybe you have a brief search because you can't remember where you put the cellar key, but you certainly won't have to combine a ton of random objects, pick the door lock and solve a mathematical puzzle in the fusebox itself to make it work again.
Riddles like that traditionally belong in games, but we are at a point where some games dare to try different approaches. Dropping classic elements like riddles, skill challenges, health and ressource management in favour of telling a story and trying to make the player forget he's playing a game. Personally, I'm welcoming this new direction as an interesting experiment, even though I think that AMFP could have done quite a few things better in order to truly pull off what they were aiming for. (For example, removing the immersion-breaking inventory is pointless if I'm still spending half the game in the journal menu instead.)
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09-12-2013, 04:20 PM |
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