tag:blogger.com,1999:blog-8776163819760508132.post7428313874622558565..comments2023-06-04T15:36:43.714+01:00Comments on <a href="https://worldofalthea.blogspot.com">The World of Althéa</a>: Puzzles (Tell Me Your Favourite Type!)Lance Botelle (Bard of Althéa)http://www.blogger.com/profile/16124192098553066324noreply@blogger.comBlogger15125tag:blogger.com,1999:blog-8776163819760508132.post-11963636480328324852010-04-02T15:59:30.208+01:002010-04-02T15:59:30.208+01:00Hi Kamal,
I think puzzles can add an element of f...Hi Kamal,<br /><br />I think puzzles can add an element of fun ... but I believe the main thing is to allow another means to get past the obstacle, just in case someone definitely does not like them at all, or simply cannot solve it.<br /><br />Hopefully, any puzzles I do add may excite a player enough to at least give them a go, even if they end up bypassing them another way. ;)<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-67618132229952980762010-04-02T14:29:19.537+01:002010-04-02T14:29:19.537+01:00I realized after my previous comment that I'm ...I realized after my previous comment that I'm not a big fan of puzzles, but I'd put one in the critical path of my campaign..... :-)Kamalhttps://www.blogger.com/profile/17637115231105776944noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-84720179866530259712010-03-30T21:26:04.966+01:002010-03-30T21:26:04.966+01:00Hi Kamal,
I always found the "trial and erro...Hi Kamal,<br /><br />I always found the "trial and error" type puzzles a little frustrating. Maybe I just did not see the logic, especially in colour related ones because I am colour-blind.<br /><br />Hopefully, now that I have a few logic type puzzles in mind, and a few ways to solve them, any I introduce should be "fun" rather than frustrating. In every case that matters, the player can now either spend the time solving the puzzle, or sacrifice some special item (Life Essence) or gold in some cases, or acquire an item to help solve it (make it easier).<br /><br />Because some of the puzzles are randomly generated, it makes the puzzle solving fun for me (the builder) when testing as well. ;)<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-60777918268549351152010-03-30T21:16:04.080+01:002010-03-30T21:16:04.080+01:00I'm not a big fan of puzzles in my gameplay. T...I'm not a big fan of puzzles in my gameplay. Those few I put in I made solvable by the pc via skill checks so no player knowledge was required.<br /><br />...cough Umberlee temple in SoZ cough.... That kind of puzzle I wind up just solving via trial and error, but realistically a bard pc or companion would find that puzzle embarrasingly simple, the pc/companion has knowledge that the player more than likely doesn't.Kamalhttps://www.blogger.com/profile/17637115231105776944noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-89950947537716892722010-03-30T17:05:37.026+01:002010-03-30T17:05:37.026+01:00Hi Anon,
I hear you ... :)
However, I only just ...Hi Anon,<br /><br />I hear you ... :)<br /><br />However, I only just read this post <i>after</i> I have just made them exploitable proof. :(<br /><br />I probably won't go any more down that route, although most of the hard work is now done.<br /><br />It does now mean a player can either spend time working the puzzle out, or sacrifice something else to do so ... and cannot reload to regain the sacrifice.<br /><br />The point is, in this particular "extra work", the "easy" way around still costs something to the player. ;)<br /><br />BUT, I think you are right about me doing too much ... I always tend to edge towards the nth degree in detail. I wil try to back off a bit and concentrate more on getting some of the more straight forward bits done now. :)<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-20819305221388016802010-03-30T13:06:29.504+01:002010-03-30T13:06:29.504+01:00Making the puzzles unexploitable while offering a ...Making the puzzles unexploitable while offering a way to go around them anyway seems redundant. Try to find ways to avoid extra work for yourself rather than add to it. <br /><br />I would be particularly leery of situations where you are going above and beyond what commercial games do, as that is definitely a good yard stick of doing too much.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-46771243704161585212010-03-29T13:55:12.474+01:002010-03-29T13:55:12.474+01:00Hi Anon,
Glad to hear you like the clichéd puzzle...Hi Anon,<br /><br />Glad to hear you like the clichéd puzzles. :) (I was running out of ideas. ;) ) <br /><br />I am currently trying to devlop a system that allows some randomness and a way to avoid reload exploitation.<br /><br />I am also trying to give an option to bypass a puzzle, even if it means something as simple as acquiring an item (costing gold) to do so.<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-8094287895255844292010-03-29T13:29:51.128+01:002010-03-29T13:29:51.128+01:00Personally, I wouldn’t mind riddle doors or any ot...Personally, I wouldn’t mind riddle doors or any other cliché puzzle as puzzles are one of the most interesting parts of a module. They not only are fun, but also a nice break from battle/conversation/other gameplay. I can’t think of any particular puzzle but generally I love riddles. <br /><br />And I second what Amraphael said. Some people don’t like puzzles and being unable to proceed because you’re stuck to one of them is extremely frustrating. An option to find and destroy the puzzle mechanism or something like that would be enough.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-58693098001358417342010-03-29T13:27:19.401+01:002010-03-29T13:27:19.401+01:00Hi Eguintir,
I like these types of puzzles too. H...Hi Eguintir,<br /><br />I like these types of puzzles too. However, finding a way to use them in a believeable way is testing.<br /><br />As for reloading, I try to write the code in such a way that this exploit cannot be used. The player can either solve the puzzle or they cannot. However, I will include ways to bypass it if that is not their sort of thing.<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-64398386860843464222010-03-29T02:58:52.544+01:002010-03-29T02:58:52.544+01:00I just like the word or math pattern riddles. It&#...I just like the word or math pattern riddles. It's a single answer, and for people who arent too bright they can just guess out of 8 answers until they get it right (by reloading etc).Eguintir Eligardhttps://www.blogger.com/profile/12319335483254994121noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-61769601581698140422010-03-28T19:34:24.476+01:002010-03-28T19:34:24.476+01:00Hi Chaos Wielder,
Puzzles ... Yes, I am finding i...Hi Chaos Wielder,<br /><br />Puzzles ... Yes, I am finding it hard to implement these without it feeling too contrived. :(<br /><br />Conversation ... I will keep an eye on that then. Thanks for the heads up!<br /><br />Hi Amraphael,<br /><br />Things are hard going, but moving along gradually thanks. :)<br /><br />Riddle door or sphinx ... gulp .. I like those. :( Guess I'll be redoing some of those then. ;)<br /><br />Good idea about the player not gaining XP if they want to bypass the puzzle. At least by trying to solve the puzzle, there is an incentive to not bypass it.<br /><br />My GUI "expertise" is mostly smoke and mirrors I'm afraid. I admit I can do some very basic stuff, but when it comes to pane manipulation, I'm a bit out of my depth. Maybe I could learn it in time, but the reward for doing so would probably mean my module never seeing the light of day.<br /><br />Maybe I can work with what I do know and combine the knowledge with a little normal play. Like find a picture (with a letter on the back) and there is a clue to the orde the letters have to be put into a decoder.<br /><br />Oh well, I guess I cannot avoid a few clichés, and a few orchestrated puzzles, and even the odd riddle door ... I hope people won't mind too much. ;)<br /><br />Maybe more ideas will come to me as I continue ... :)<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-81935772258517212802010-03-28T12:39:24.059+01:002010-03-28T12:39:24.059+01:00Hi Lance, hope everything is fine with you!
I trie...Hi Lance, hope everything is fine with you!<br />I tried to recall any specific puzzle I enjoyed but couldn't find any. But I love puzzles if they (in a classic PnP setting) is related to the adventure or situation. It should feel like it fits. To have a anagram quiz just to open a chest isn't so fun. But a chemical lock where the player has to find clues to, preferable by using one or several skills, which fluid to mix and then pour in a slot in the lock is more interesting. <br />Riddles can be fun but can be hard to implement so they feel natural. Everyone are tired of the riddle door or sphinx :) <br /><br />I also like when I as a player can chose to solve the puzzle. Get XP or item reward for it OR just find a shortcut around it if I find it too hard or boring and sacrifice the reward but keep the pace in the game. <br /><br />But as a GUI grand master wizard you could probable do a "put several small pieces of a map or letter together"-puzzle. Just like a jigsaw puzzle. The PC collects pieces and the put them together and solves something or find a location. <br />Just my thought. Have a great day!Amraphaelhttps://www.blogger.com/profile/11831382638321957822noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-24510466541788269832010-03-27T23:31:21.187+00:002010-03-27T23:31:21.187+00:00Many games I play don't have puzzles in the tr...Many games I play don't have puzzles in the traditional sense--it's more like "how do I get through this section" or stuff like that.<br /><br />However, I generally enjoy sliding puzzles(those with one empty space and you have to reform a picture--with good xml code, it could happen). And wordplay, if done right, is just lovely.<br /><br />You touch on a major difficulty, though, when you mention believability. I'd like to keep criminals out of my house as much as the next guy(or gal), but I'm probably not going to install a series of magically sealed doors to stop them. Point being, one must be careful about 'overdoing' it. I trust your judgement, however. :)<br /><br /><br />There can be a default portrait defined in the properties tab of the conversation but, in general, placeables/creatures do not have portraits(properly speaking). I might be mistaken, but I'm pretty sure there needs to be a portrait for the UI to work(hey, I hope I'm wrong).Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-90308327319729815772010-03-27T19:01:22.918+00:002010-03-27T19:01:22.918+00:00Hi Chaos Wielder,
Do you recall any particular pu...Hi Chaos Wielder,<br /><br />Do you recall any particular puzzle you played in a game that stands out in memory?<br /><br />I know what you mean about switches, although I don't mind the odd one now and then if it fits in with the context of the story. :)<br /><br />At the moment, my own puzzles have involved numbers and letters (or answers to questions). And requires the player to either work out the answer (by logic) or be quick at observation (e.g. noticing the number of vowels is one I have in mind). I do find it difficult,, however, including puzzles that are both fun and do not appear to be added for their own sake.<br /><br />CONV UI: I have not noticed a problem with portraits. I did not know any creatures or placeables did not come with any anyway? They all appear to be present and corrent - and isn't there a "default" portrait they use anyway?<br /><br />Cheers!<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-8776163819760508132.post-87885206089783959242010-03-27T15:42:31.459+00:002010-03-27T15:42:31.459+00:00My favorite types of puzzles are those that make m...My favorite types of puzzles are those that make me think. That might seem like a stupid response, but it's a serious one. I *hate* going into a room and seeing a series of switches/mirrors/etc and realizing that this is a simple yet time consuming puzzle. If there is going to be a "break" for puzzles, then they ought to be genuinely interesting rather than an afterthought.<br /><br /><br /><br />(Off topic: I realized another problem I had with the UI: the game requires that all characters/placeables with the new UI must have portraits, either on them--like a creature--or passed through via the conversation properties tab. Just a shout out to make sure you realize this, but I'm sure you've already seen it).Anonymousnoreply@blogger.com