Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: Yitcomics on Sat 06/12/2014 04:24:35

Title: Realistic Puzzles design or...
Post by: Yitcomics on Sat 06/12/2014 04:24:35
I'm currently making a horror point and click game where you're stuck in a mansion,but i'm a bit torn apart,even though I will try to make the puzzles as logical as possible,
should I make it realistic or should I go resident evil/escape room style.

"Why is there this weird contraption in this mansion,who cares!,its for the puzzles,who design a house that needs 4 jewels to unlock a door,more game puzzle convenience"

Or should I make the problems and solutions realistic as possible.But i'm having trouble with this route too,because I have to limited myself on the puzzle design.

Your thoughts...
Title: Re: Realistic Puzzles design or...
Post by: Adeel on Sat 06/12/2014 05:19:21
It's funny how you mentioned both realism and Resident Evil. I couldn't help but think of this comic and smile:
Spoiler
(http://jagodibuja.files.wordpress.com/2012/12/47english1.jpg?w=900)
[close]

There's a pretty thin line as to what's realistic when it comes to video games, imho. Knowing the time in which the game is set might help. For example, the puzzle design of a house that needs 4 jewels to unlock a door is quite unrealistic when it comes to the modern period. But, at the same time, it can be considered realistic when the game or the house/mansion is set to be in medieval and/or dark period.

The same puzzle can be redesigned as requiring four keys to unlock the very same house's main door if it is set in modern period. It can also be designed as requiring four key cards, 'bits of code' or even 'two pairs of eyes - cut out or intact, you decide(:sealed:)' to unlock the main door if the game is set in a future, more technology advanced period.

Adventure games, especially the 'classic' are notorious for their often mind boggling, unrealistic and hard puzzles. IIRC, there was a puzzle in "Sam and Max: Hit The Road" where Sam throws the fish with the help of a golf club. This puzzle may not be realistic but it was epic. :grin: So, if you're developing an adventure game - which I assume you are, you don't need to worry too much about realism.

I'm not an expert on this matter but, personally, I believe that games shouldn't be too realistic. And, if they are trying to be realistic, they should have enough 'unrealism' to counter the effect.
Title: Re: Realistic Puzzles design or...
Post by: Scavenger on Sat 06/12/2014 05:39:07
Make em as realistic as they need to be. If you have an unrealistic puzzle, and you want to include it in the game, simply ask "why is this here?", and construct a reason for it to be there. Is the owner of the mansion obsessed with warding off evil spirits, (http://en.wikipedia.org/wiki/Winchester_Mystery_House) and created several puzzle rooms in order to confuse them into being trapped there? Is the mansion a folly with traps and tricks to stop interlopers? Is the mansion being used by an evil cult who are too deranged to think of standard locking mechanisms?

Don't just say "Who cares?" because that's a sign of bad game design. Always be thinking "How?" and "Why?". Keep on deconstructing, and reconstructing until you have a rich experience with good contextualisation. That way the player will gladly solve the puzzles, and not have to suspend disbelief for gameplay elements, because they will be part of the overarching narrative.
Title: Re: Realistic Puzzles design or...
Post by: Mandle on Sat 06/12/2014 12:12:34
Quote from: Scavenger on Sat 06/12/2014 05:39:07
Make em as realistic as they need to be. If you have an unrealistic puzzle, and you want to include it in the game, simply ask "why is this here?", and construct a reason for it to be there. Is the owner of the mansion obsessed with warding off evil spirits, (http://en.wikipedia.org/wiki/Winchester_Mystery_House) and created several puzzle rooms in order to confuse them into being trapped there? Is the mansion a folly with traps and tricks to stop interlopers? Is the mansion being used by an evil cult who are too deranged to think of standard locking mechanisms?

Don't just say "Who cares?" because that's a sign of bad game design. Always be thinking "How?" and "Why?". Keep on deconstructing, and reconstructing until you have a rich experience with good contextualisation. That way the player will gladly solve the puzzles, and not have to suspend disbelief for gameplay elements, because they will be part of the overarching narrative.

I was going to say something like this, but it was already said much better!