Quote from: MrColossal on Sat 10/06/2006 02:01:05
The majority of ZANY WACKY puzzles in adventure games are just "This is funny, put it in" it seems. DoTT has some intersting puzzles like changing the past so the statue has it's other arm up so Nurse Edna can't grab onto it but I don't remember how you decide to do that if you even do.. Getting the vomit off the ceiling just happens when you're playing around using everything. I never made the logical leap "This will shake the house and knock the vomit off the ceiling..." I was looking for something ANYTHING to scrape it off with.
Perhaps these puzzles were a stretch, but they did provide clues. When talking with Green Tentacle he emphasizes the volume of the band and the effects. In fact, playing the demo song causes the entire room to shake (Bernard even comments about the volume after this action). If you leave the music on, and go back down to the lobby, you will see that the room is shaking.
It becomes apparent later in the game that you need to find some way to see Dr. Ed putting in the safe combination slowly. By looking at the monitors upstairs, you can see that the security camera gets a good angle of the safe, but his hands are moving too fast. By talking to Edna, she tells you about the features of the system, but she won't let you use the VCR. It's obvious you must somehow get rid of her. The game visually emphasizes the fact her chair has wheels through her idle animation, where she constrantly slides back and forth along the controls.
When you push Edna, she grabs onto the arm of the statue and rebounds. In your conversation with her, she even gives you background about the statue. Dr. Ed and the twins both talk about their handed-ness. The main reason this puzzle is misunderstood is the fact you could solve it before you needed unhampered access to the security system. Making a puzzle only solvable when the game character "understands" the logic can be seen as a frustrating flaw for the player.
By giving visual or verbal feedback, the game encourages the player experiment with their surroundings. The rewards are hints that give the player direction on the puzzles to solve. The game mixes up the methods of instruction, sometimes explicitly telling the player the goal, while other times it lets the player discover the goal by herself. Because the game world was so rich with dialogue, art, and music, exploring the actions was half the fun.