My Post GDC writeup: http://jburger.blogspot.com/2010/03/igf-aftermath.html
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Show posts MenuQuote from: Pumaman on Tue 23/02/2010 20:13:48Quote from: TheJBurger on Mon 22/02/2010 04:12:21
Anyway, I just moved the edges closer to the real edges of the BG (they were off, admittedly, so that may have been the problem?), but I'm not sure if the problem was fixed, as the bug is very hard to reproduce. Here are some images just for clarification.
Before you moved the edges, was the place where the character gets stuck outside of them?
Quote from: Calin Leafshade on Tue 02/02/2010 18:36:18
I assume you have both run "Auto Number Speech" first?
Unterminated string in script
Quote from: MrColossal on Sun 03/01/2010 23:27:52
So I'm curious, where does the love for nonlinearity come from? Or is it a love for the potential or the idea of nonlinearity?
"In fact, I like nonlinearity in the sense of "Hey, why don't I forget the door, and go find the lost Helmet of Evel Knieval instead?" as well."
This line confuses me too, can you be more specific? Also offer an example of where you can do this in previous games?
The reason for all these questions is because I am not sold on the idea of nonlinearity in traditional point and click adventure games and want to be persuaded!
Quote from: Ryan Timothy on Sun 03/01/2010 08:00:58
But you can't give the player tons of obstacles at once. It should be like opening a door within a door within a door.
Not multiple doors, that lead to more doors. That's just plain confusing.
Quote from: Ron GilbertThe non-linear, "multiple-doors approach," arguably works better because when you get stuck, you don't sit around endlessly frustrated. Instead, you can try to solve a different puzzle and get endlessly frustrated a second time until you run out of puzzles to be solved.
A lot of story games employ a technique that can best be described as caging the player. This occurs when the player is required to solve a small set of puzzles in order to advance to the next section of the game, at which point she is presented with another small set of puzzles. Once these puzzles are solved, in a seemingly endless series of cages, the player enters the next section. This can be particularly frustrating if the player is unable to solve a particular puzzle. The areas to explore tend to be small, so the only activity is walking around trying to find the one solution out.
Try to imagine this type of puzzle as a cage the player is caught in, and the only way out is to find the key. Once the key is found, the player finds herself in another cage. A better way to approach designing this is to think of the player as outside the cages, and the puzzles as locked up within. In this model, the player has a lot more options about what to do next. She can select from a wide variety of cages to open. If the solution to one puzzle stumps her, she can go on to another, thus increasing the amount of useful activity going on.
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