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Poll: What is your opinion on puzzles in Pigs?
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Too easy, thery could haver add more complex ones for gameplay variety (negative)
74.36%
58 74.36%
It's okay, just like in Dark Descent (positive)
16.67%
13 16.67%
There were puzzles? (used walkthrough/indifferent)
8.97%
7 8.97%
Total 78 vote(s) 100%
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What do you think about puzzles in AAMFP?
Fortigurn Offline
Member

Posts: 244
Threads: 6
Joined: Nov 2010
Reputation: 12
#21
RE: What do you think about puzzles in AAMFP?

Frictional approach to puzzles.

1. Present you with a highly detailed environment, a large range of objects with which you can interact, and a non-obvious solution.
2. Sometimes give you a vague hint about what's supposed to happen next (but not how), if you're lucky.
3. Let you mess about and get frustrated until you figure it out for yourself.

The Chinese Room approach to puzzles.

1. Present you with a highly detailed environment, a tiny range of objects with which you can interact (guiding you directly to the solution), and an occasionally non-obvious solution.
2. Give you significant hints about how to solve the puzzle.
3. Restrict your interaction with the environment and objects to the extent that you can virtually only interact with puzzle solving elements, and virtually only interact with them in a way which solves the puzzle.

I prefer the Frictional method. Here are a few good examples from Black Plague.

Spoiler below!
1. Escaping your cell at the start requires finding the coin, flattening it in the vise, and using it to unscrew the ventilation cover.

2. You can get past the steam in the air vent either by holding the cold soda can against the thermostat, or by laboriously lifting up the mattress, dragging it into the air vent with you, and using it to block the steam.

3. In the mess hall you can drag the barrel to the fusebox, set it alight with the switch and then drag it under the smoke alarm to open the door, or you can just light the barrel with a flare and shove it under the smoke alarm.

4. In the large cave on the way to Amabel, you need to create a ramp using a plank of wood and carefully positioned barrel or stone.

5. Numerous puzzles requiring the shifting into position of barrels and crates to clear obstacles or get across gaps.

In TDD the complexity of puzzles and general approach was the same.

Spoiler below!
1. Opening the secret door in the history library, by pulling on the three books in sequence.

2. Getting through the organic matter blocking the refinery door by (1) finding the key to the wine cellar, (2) going to the wine cellar and collecting the chemicals, involving moving various objects which are obstacles in your way and stacking crates, (3) going to the laboratory and collecting the chemistry pot, (4) filling up the bottles with the four chemicals, (5) turning on the burner, (6) placing the chemistry pot under the outlet, (7) turning the valves to release the chemicals into the chemistry pot, (8) navigating the laboratory's now broken staircase (by stacking barrels, crates, or planks of wood).

3. Navigating the cellar archives and escaping the water monster requires repeated jumping from crate to crate, stacking and moving crates and barrels, and collecting and throwing body parts as a distraction, as well as finding and pulling levers and turning wheels to open doors.

4. Crossing the bridge in the cistern requires (1) collecting oil, (2) using the oil as a lubricant, (3), breaking the pipe with the ladder, (4) climbing the ladder to the lever and lower the bridge.

Those are what I call puzzles.
(This post was last modified: 09-13-2013, 07:24 AM by Fortigurn.)
09-13-2013, 07:16 AM
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Xenomorph Offline
Junior Member

Posts: 19
Threads: 1
Joined: Sep 2011
Reputation: 0
#22
RE: What do you think about puzzles in AAMFP?

(09-13-2013, 07:16 AM)Fortigurn Wrote: Frictional approach to puzzles.

1. Present you with a highly detailed environment, a large range of objects with which you can interact, and a non-obvious solution.
2. Sometimes give you a vague hint about what's supposed to happen next (but not how), if you're lucky.
3. Let you mess about and get frustrated until you figure it out for yourself.

The Chinese Room approach to puzzles.

1. Present you with a highly detailed environment, a tiny range of objects with which you can interact (guiding you directly to the solution), and an occasionally non-obvious solution.
2. Give you significant hints about how to solve the puzzle.
3. Restrict your interaction with the environment and objects to the extent that you can virtually only interact with puzzle solving elements, and virtually only interact with them in a way which solves the puzzle.

I prefer the Frictional method. Here are a few good examples from Black Plague.

Spoiler below!
1. Escaping your cell at the start requires finding the coin, bending it in the vise, and using it to unscrew the ventilation cover.

2. You can get past the steam in the air vent either by holding the cold soda can against the thermostat, or by laboriously lifting up the mattress, dragging it into the air vent with you, and using it to block the steam.

3. In the mess hall you can drag the barrel to the fusebox, set it alight with the switch and then drag it under the smoke alarm to open the door, or you can just light the barrel with a flare and shove it under the smoke alarm.

4. In the large cave on the way to Amabel, you need to create a ramp using a plank of wood and carefully positioned barrel or stone.

5. Numerous puzzles requiring the shifting into position of barrels and crates to clear obstacles or get across gaps.

In TDD the complexity of puzzles and general approach was the same.

Spoiler below!
1. Opening the secret door in the history library, by pulling on the three books in sequence.

2. Getting through the organic matter blocking the refinery door by (1) finding the key to the wine cellar, (2) going to the wine cellar and collecting the chemicals, involving moving various objects which are obstacles in your way and stacking crates, (3) going to the laboratory and collecting the chemistry pot, (4) filling up the bottles with the four chemicals, (5) turning on the burner, (6) placing the chemistry pot under the outlet, (7) turning the valves to release the chemicals into the chemistry pot, (8) navigating the laboratory's now broken staircase (by stacking barrels, crates, or planks of wood).

3. Navigating the cellar archives and escaping the water monster requires repeated jumping from crate to crate, stacking and moving crates and barrels, and collecting and throwing body parts as a distraction, as well as finding and pulling levers and turning wheels to open doors.

4. Crossing the bridge in the cistern requires (1) collecting oil, (2) using the oil as a lubricant, (3), breaking the pipe with the ladder, (4) climbing the ladder to the lever and lower the bridge.

Those are what I call puzzles.

Oh man the library was such a great puzzle. It was challenging but really cool to see the old secret bookswitch tastefully added in.
09-13-2013, 07:18 AM
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