• What Makes a Good Puzzle? | Game Maker's Toolkit
    4 replies, posted
[video=youtube;zsjC6fa_YBg]https://www.youtube.com/watch?v=zsjC6fa_YBg[/video] late but ah, fuck it.
[video=youtube;l_u18_BKczg]http://www.youtube.com/watch?v=l_u18_BKczg[/video]
Execution base on misguided assumption > Conflict arises > Reset and reassessment > Process of elimination > Discovery of technique > Solved! From my experience, badly designed puzzles are usually troubled by the following: > attempting to introduce too much at once; > obscure or hidden key components or goal; > too much footwork resulting in slow and tedious iterations; > too little combination resulting in feasible brute-forcing; > miscommunication between red herring and actual hint; > illogical due to blurring lines between the established fiction rule and realism; ...and much more that I don't know.
This is probably the best video hes ever made tbh
[QUOTE=Noob4life;53203304]Execution base on misguided assumption > Conflict arises > Reset and reassessment > Process of elimination > Discovery of technique > Solved! From my experience, badly designed puzzles are usually troubled by the following: > attempting to introduce too much at once; > obscure or hidden key components or goal; > too much footwork resulting in slow and tedious iterations; > too little combination resulting in feasible brute-forcing; > miscommunication between red herring and actual hint; > illogical due to blurring lines between the established fiction rule and realism; ...and much more that I don't know.[/QUOTE] the skyrim claw "puzzle" hits about half these points
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