Fascinating. Although, a door covered in mystic runes and sigils is one I would have hesitance to wallop with an axe. For the quite specific reason of if the runes align to open the door, what else can they do, say, if struck by a large axe?
Yeah, that's what I was thinking as well. While I do get what the article means, the distinction is largely semantic. What if the strange symbols on the kitchen door were actually hidden in several places throughout the entire game, and you missed it (probably because you were slumped in your chair and your LCD screen was darker)? And maybe if you had wrote down the Ancient Mystical Language That's Actually Just a Replacement Cypher for English and decoded it you'd see that the symbols are actually powerful runes, causing anything they are inscribed into to become indestructible, but you didn't bother. And the correct answer to the puzzle is in a bass relief in the Living Room of the Damned which you didn't see because there is no way you're spending hours killing 50 munchkins to access it. If only you had collected at least 95 MacGuffins of Forever you'd have heard the prophecy of the Kitchen Door of Doomsday that gives you a smaller hint, at least.Ironmaus said:I agree in principle, though I feel the linguistic distinction is arbitrary and limiting. There are in-game puzzles that are wholly a part of the world, and it seems wrong to me to refer to them simply as "obstacles." Take the God of War puzzles, for example. Using Medusa's head to freeze a minotaur when it steps on a switch is a puzzle. The rules of the puzzle are built into the world, and the solution is a simple one, but it's definitely a puzzle. The Rings of Pandora are a puzzle, and a wonderfully devious one at that. It seems to deny a part of their nature if you lump them in with boss encounters and big rocks as "obstacles."
I think he was referring to the gylph puzzles. I for one liked those and though they added to the game. They helped flesh out the conspiracy aspect. Even when I need help on some of them, I felt like I was looking for some Templar secret instead of the answer to some random puzzle.Falseprophet said:If you mean the Assassins' Tombs (and Romulus Lairs in Brotherhood), I'd argue those are not as annoying, because:DannibalG36 said:Intersting read. You are probably right. But how about the puzzles in AC 2? Would they fall under obstacles, or puzzles?
i) They're optional. You can finish the main plotline without doing them,
ii) They use the same parkour/free-running skills you use throughout the whole game (and they're good practice besides), and don't bring in a completely different set of gameplay mechanics, and
iii) They fit the narrative. It's well-established by the story these ancient conspiracies have hidden their secrets behind puzzles.
The "puzzles" in assassins creed 2, are there because it IS part of the narrative, they are obstacles, in the form of a puzzle. you dont have to solve them, but its a nice side-track if you want to, and they are there in the context of the animus, to unlock various bits of information about the storyline, which, untouched, may leave you questioning some gaps which arent always noticed by the doolally gibbering idiots who play games like "Madden NFL" continually for "fun"Latinidiot said:Intersting read. You are probably right. But how about the puzzles in AC 2? Would they fall under obstacles, or puzzles?
I like puzzles. Most of the time I like the reason why they are there. But I've never really encountered a puzzle that pulled me out of the experience.
I'm sort of the exact opposite. I missed the "connect the wires" puzzles from the original "System Shock", replaced in SS2 by randomized panels where your success is driven by random chance (ok, you can increase that chance by putting more modules into "cybernetic affinity", but there's still a random element) and I liked the "pipe dream", as you put it, from Bioshock.DTWolfwood said:AMEND! I can't possibly agree more!
Cant stand Pipe dream in Bioshock
Cant get enough Lockpicking in Oblivion/Fallout
obstacle >>>> puzzle
QFT. Some "puzzles" are just obvious, hamfisted ploys to extend the length of the game or give a change of pace between bits of action. Not that these aren't necessary mechanics, but when they're nonsensical, needlessly time-consuming, or break the mood of the game - they're better left out. On the other hand, some are just right in context. It's all about what the character would actually do in that situation. Would a puzzle make the player feel clever, or just glad it's over? Would that character stop beating on orcs to solve a series of inane fetch quests to get some information, or would they hunt for it another way? Is the difficulty satisfying, or drudging?xengk said:This article really touch a nerve with me, especially when it comes to survival horror like Resident Evil, Silent Hill, Siren and Clock Tower.
I understand the need to find key cards and password to open doors, but why the hell do I need to search for a gem to socket on to a statue while being chase by zombies?!
For me, if there's one puzzle that feels out of place in Riven, it's figuring out how to get into Gehn's lab on Book Assembly Island. The whole "climb through the duct work" solution just seemed... stupid. And the pipe you're climbing through in no way seems large enough to accommodate you, especially with the fan supports welded to either end (the water pipe immediately prior to this puzzle is only slightly better).anyGould said:The Riven number puzzle is perfect for this. You see the weird symbols everywhere, and then you find the classroom, and there are the symbols, arranged in the classic "number line". Ta-da!
(Of course, it also has the !@#$% marble puzzle, but nobody's perfect.)
I totally agree with you on this, especially when it comes to Uru.The other thing Myst does is that since you don't have an inventory, you don't have an axe in hand to chop the door down with. (Which skews a little too far in the later games IMO - by the later games, the assumption is that you knew you were coming. So why don't you have a rope, or a compass, or a flashlight?)
I approve.runnernda said:Can you please make a game where just hacking through everything can be a solution to the puzzle? I like puzzles, but I mainly like the type of logic puzzles that we get in Resident Evil or Professor Layton. Sliding puzzles make me want to punch a baby seal...and I LIKE baby seals. If we can just hack through puzzles that we hate, people who like puzzles can work them out, and people who don't can unleash violence on them! Stress relief for all!
This is why the ultimate fantasy or adventuring games will always be table-top like DnD.runnernda said:Can you please make a game where just hacking through everything can be a solution to the puzzle? I like puzzles, but I mainly like the type of logic puzzles that we get in Resident Evil or Professor Layton. Sliding puzzles make me want to punch a baby seal...and I LIKE baby seals. If we can just hack through puzzles that we hate, people who like puzzles can work them out, and people who don't can unleash violence on them! Stress relief for all!