Posted October 05, 2016
Just for fun, I thought we could try to propose how we would make a scale that would show the full spectrum of adventure games, from the ones that make total sense, to the ones that have puzzles designed by Arkham inmates.
I was thinking about something like this:
Spock's game- all the puzzles make total logical sense, and can be figured out without any outside help (example: 1954 Alcatraz, Memoria, A New Beginning)
Hamlet's game- all the puzzles make logical sense, but it can be a very peculiar, twisted logic, that fits the game's peculiar world. Still, they do make sense, and can be all figured out without any outside help, provided you "get" this peculiar logic. (example: Deponia 2 & 3, Ben There Dan That)
Houston, we have a problem - most puzzles in the game make logical sense, but once in a while you'll come across a puzzle that defies logic, and can only be solved with outside help, or luck of randomly trying everything. (example: Grim Fandango, Night of the Rabbit)
Dr Jekyll's game - the logical and nonsensical puzzles are almost 50/50. Finishing the game without any outside help may be impossible without patience to try pretty much everything to solve some puzzles. (example: Sam & Max Save the World, The Dig)
Necronomicon- the game is totally insane, and will drive you insane too if you try to play the whole thing. The puzzles defy all logic even in retrospect, the amount of locations, items and characters make random attempts at solution almost impossible, and to finish the game without outisde help would be to see the face of god - a cruel, mad, deranged god. (example: Discworld)
I'm sure every adventure game player will have his own suggestions, dictate by individual experience with particularly devilish puzzles.
I was thinking about something like this:
Spock's game- all the puzzles make total logical sense, and can be figured out without any outside help (example: 1954 Alcatraz, Memoria, A New Beginning)
Hamlet's game- all the puzzles make logical sense, but it can be a very peculiar, twisted logic, that fits the game's peculiar world. Still, they do make sense, and can be all figured out without any outside help, provided you "get" this peculiar logic. (example: Deponia 2 & 3, Ben There Dan That)
Houston, we have a problem - most puzzles in the game make logical sense, but once in a while you'll come across a puzzle that defies logic, and can only be solved with outside help, or luck of randomly trying everything. (example: Grim Fandango, Night of the Rabbit)
Dr Jekyll's game - the logical and nonsensical puzzles are almost 50/50. Finishing the game without any outside help may be impossible without patience to try pretty much everything to solve some puzzles. (example: Sam & Max Save the World, The Dig)
Necronomicon- the game is totally insane, and will drive you insane too if you try to play the whole thing. The puzzles defy all logic even in retrospect, the amount of locations, items and characters make random attempts at solution almost impossible, and to finish the game without outisde help would be to see the face of god - a cruel, mad, deranged god. (example: Discworld)
I'm sure every adventure game player will have his own suggestions, dictate by individual experience with particularly devilish puzzles.
Post edited October 05, 2016 by Breja