There were definitely puzzles in Portal that had you stop and think about how to solve them. Opposite experience in Contrast. Never had to stop and think about a thing, and the solutions were immediately apparent.trty00 said:Portal was hard? Huh, I wasn't aware.
OT: I really like like the visual look of this game, and it seems pretty interesting, but I'm still on the fence unsure about it. I'll have to read more reviews.
I don't know. From what I've seen of LP's of King's Quest series, particularly 5, the solutions to a lot of the puzzles in the game seem a bit asinine.Blood Brain Barrier said:There's no better way to guarantee your game fails in the game market than requiring the player to think in it. I say requiring, not just allowing, meaning not just higher "difficulty levels" in the form of low HP, more and harder enemies or fewer checkpoints, but an actual intellectual difficulty inherent to the gameplay. Portal was somewhat of an exception, although that was not much more than mildly challenging.
It now seems a LONG time ago when games like Lemmings, Settlers, Lost Vikings, Myst and King's Quest were popular.
And? Are you going somewhere with all this?scorptatious said:I don't know. From what I've seen of LP's of King's Quest series, particularly 5, the solutions to a lot of the puzzles in the game seem a bit asinine.Blood Brain Barrier said:There's no better way to guarantee your game fails in the game market than requiring the player to think in it. I say requiring, not just allowing, meaning not just higher "difficulty levels" in the form of low HP, more and harder enemies or fewer checkpoints, but an actual intellectual difficulty inherent to the gameplay. Portal was somewhat of an exception, although that was not much more than mildly challenging.
It now seems a LONG time ago when games like Lemmings, Settlers, Lost Vikings, Myst and King's Quest were popular.
How am I going to defeat this abominable snowman? Why by throwing a pie at him!
Oh look! A weird looking vase, I wonder what this does? Instant game over by genie. And that's pretty much the only way you would know how to get rid of that witch. Realistically, how would Graham know to do that?
I'm all for puzzles in games, but a lot of the puzzles in that game really can't be solved without trial and error and dying a lot.
What I'm trying to say is, a lot of the puzzles in King's Quest 5 don't make a whole lot of sense. How would you know to use the genie on the witch if you didn't know ahead of time that he would entrap anyone who opened the vase/bottle without dying? It makes no sense. There would be no way for King Graham to know that ahead of time unless he opened the bottle himself. And if you try to do that, he would get trapped instead. That's pretty much moon logic.Blood Brain Barrier said:And? Are you going somewhere with all this?scorptatious said:I don't know. From what I've seen of LP's of King's Quest series, particularly 5, the solutions to a lot of the puzzles in the game seem a bit asinine.Blood Brain Barrier said:There's no better way to guarantee your game fails in the game market than requiring the player to think in it. I say requiring, not just allowing, meaning not just higher "difficulty levels" in the form of low HP, more and harder enemies or fewer checkpoints, but an actual intellectual difficulty inherent to the gameplay. Portal was somewhat of an exception, although that was not much more than mildly challenging.
It now seems a LONG time ago when games like Lemmings, Settlers, Lost Vikings, Myst and King's Quest were popular.
How am I going to defeat this abominable snowman? Why by throwing a pie at him!
Oh look! A weird looking vase, I wonder what this does? Instant game over by genie. And that's pretty much the only way you would know how to get rid of that witch. Realistically, how would Graham know to do that?
I'm all for puzzles in games, but a lot of the puzzles in that game really can't be solved without trial and error and dying a lot.
Look I hate Sudoku because all you do is put a bunch of different numbers in squares, but I can't deny it's a more thoughtful game than boxing.
And trial and error is hardly asinine - aside from your mother telling you what to do, it's how you're here right now. Evolved and survived.
scorptatious said:What I'm trying to say is, a lot of the puzzles in King's Quest 5 don't make a whole lot of sense. How would you know to use the genie on the witch if you didn't know ahead of time that he would entrap anyone who opened the vase/bottle without dying? It makes no sense. There would be no way for King Graham to know that ahead of time unless he opened the bottle himself. And if you try to do that, he would get trapped instead. That's pretty much moon logic.Blood Brain Barrier said:And? Are you going somewhere with all this?scorptatious said:I don't know. From what I've seen of LP's of King's Quest series, particularly 5, the solutions to a lot of the puzzles in the game seem a bit asinine.Blood Brain Barrier said:There's no better way to guarantee your game fails in the game market than requiring the player to think in it. I say requiring, not just allowing, meaning not just higher "difficulty levels" in the form of low HP, more and harder enemies or fewer checkpoints, but an actual intellectual difficulty inherent to the gameplay. Portal was somewhat of an exception, although that was not much more than mildly challenging.
It now seems a LONG time ago when games like Lemmings, Settlers, Lost Vikings, Myst and King's Quest were popular.
How am I going to defeat this abominable snowman? Why by throwing a pie at him!
Oh look! A weird looking vase, I wonder what this does? Instant game over by genie. And that's pretty much the only way you would know how to get rid of that witch. Realistically, how would Graham know to do that?
I'm all for puzzles in games, but a lot of the puzzles in that game really can't be solved without trial and error and dying a lot.
Look I hate Sudoku because all you do is put a bunch of different numbers in squares, but I can't deny it's a more thoughtful game than boxing.
And trial and error is hardly asinine - aside from your mother telling you what to do, it's how you're here right now. Evolved and survived.
I'm not saying I hate these kinds of games. To me, it just feels like King's Quest 5 went about these kinds of puzzles the wrong way. Yes, it requires thinking, but the solution requires you to DIE and reload in order to know what to do.
EDIT: Basically, the point I'm trying to make is that I don't necessarily agree that the kinds of puzzles found in games like King's Quest 5 really makes a game intellectually difficult. They pretty much require you to raid through your inventory and try every little thing on everything until you find the solution. If the puzzles have some form of logic, then I'm okay with that.
The witch puzzle pretty much requires use (for lack of a better word) meta-game knowledge in order to solve. That isn't good game design or good writing in my opinion.
That's fine. I have no problem with you liking those kinds of games. I just wanted to share my views on this whole thing.Blood Brain Barrier said:snip
OMG Lost Vikings!!! I loved that game so hard back in the day. I probably have it in the shed somewhere, and it's been so long I might not remember all the solutions, I should totally dust it off.Blood Brain Barrier said:There's no better way to guarantee your game fails in the game market than requiring the player to think in it. I say requiring, not just allowing, meaning not just higher "difficulty levels" in the form of low HP, more and harder enemies or fewer checkpoints, but an actual intellectual difficulty inherent to the gameplay. Portal was somewhat of an exception, although that was not much more than mildly challenging.
It now seems a LONG time ago when games like Lemmings, Settlers, Lost Vikings, Myst and King's Quest were popular.