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by seanwilson
1671 days ago
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Hi Scott! Do you have any thoughts on how hard it is to come up with original adventure game puzzles and what your process is here? When I was looking at this once, I noticed there's a lot of puzzles that are shared between recent adventure games that you can find in older adventure games too e.g. screwdriver + screws, rusty door + oil, distract an NPC so you can steal something. Instead of this being from lack of originality, I think instead there's some limits on how many puzzle like this exist because they have to be common sense + not completely obvious + involve physical object manipulation + use common objects. I think this is one of the reasons a lot of recent adventure games and escape room games devolve into doors with abstract logic problems to unlock them. Alternatively, they need to introduce new mechanics to widen the design space, like adding time travel or magic. |
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I would place a location, think of obvious items for the locations and then pretend I was there. What would I try to do and why? Then I would sit and think about it.
I also enjoyed putting it in front of beta testers and seeing what new and unique things they might try that I would want to incorporate into the game.
A big tip of the hat to Neil Novak one of my classic game testers from whom I got a lot of great inspiration!
As far as new puzzles go I hope you try the new section I wrote for Adventureland XL. I have a large number of new puzzles and one that I am especially happy with that went in a direction I hadn't done before.
To get into the XL section of Adventureland you do first need to complete the base game and it has changed a bit with a few new puzzles of its own. You can never loose so don't ever start over. Just keep playing and let me know what you think :)