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Full Version: Amnesia: A Machine For Pigs Discussion Topic Part 3
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(08-31-2013, 05:08 PM)jens Wrote: [ -> ]To end... the first 30 or so minutes of the game is a big bloody tease. If you recall Thomas tweet "Played #aamfp from start to end for first time. Started out slow and then got increasingly fucked up and awesome. Way better than expected."

This approach actually reminds me a lot of the way Bioshock Infinite's plot was handled. It started off very basic..."Bring us the girl, and wipe away the debt.", but as the game goes on things get progressively weirder and weirder.
(08-31-2013, 10:39 PM)Ossie Wrote: [ -> ]The puzzles should be subservient to the narrative, not the other way around.

Did I not adequately present my point?

For a puzzle to fit a narrative does not necessarily mean refining the puzzle into simplicity... or does it? Please input! Big Grin
Resident evil for example. Those puzzles made zero narrative sense, granted... but what if they did, or could?
There is already Youtube video where the certain afro guy is struggling to even understand that
Spoiler below!
the weapon was a lever even after reading the note and didn't even remember where he came from.

So yeah, it makes sense why puzzles are so easy for sake of narrative and the fact it is a horror game, not a hard puzzle game.
(09-01-2013, 11:51 AM)Clord Wrote: [ -> ]So yeah, it makes sense why puzzles are so easy for sake of narrative and the fact it is a horror game, not a hard puzzle game.

Horror and puzzles doesn't mutually exclude.
I also could say it should be a horror game, not a story game.

I think all of them is very important: Horror, puzzles and story.
One thing doesn't exclude the other!

Silent Hill is a very good horror game, even scarier than Amnesia and there are the hardest puzzles I ever saw in a game. Really awesome and I always enjoy to stuck and search for help in the internet. Puzzles are even more important than pure horror, that's why I find Penumbra better than Amnesia.
(09-01-2013, 12:03 PM)Googolplex Wrote: [ -> ]I always enjoy to stuck and search for help in the internet.

And that doesn't break immersion? It's like the worst immersion breaker ever
(09-01-2013, 12:03 PM)Googolplex Wrote: [ -> ]Silent Hill is a very good horror game, even scarier than Amnesia and there are the hardest puzzles I ever saw in a game. Really awesome and I always enjoy to stuck and search for help in the internet. Puzzles are even more important than pure horror, that's why I find Penumbra better than Amnesia.

FG Blog on Storytelling Wrote:5) No major progression blocks
In order to keep players inside a narrative, their focus must constantly be on the story happenings. This does not rule out challenges, but it needs to be made sure that an obstacle never consumes all focus. It must be remembered that the players are playing in order to experience a story. If they get stuck at some point, focus fade away from the story, and is instead put on simply progressing. In turn, this leads to the unraveling of the game's underlying mechanics and for players to try and optimize systems. Both of these are problems that can seriously degrade the narrative experience.

There are three common culprits for this: complex or obscure puzzles, mastery-demanding sections and maze-like environments. All of these are common in games and make it really easy for players to get stuck. Either by not being sure what to do next, or by not having the skills required to continue. Puzzles, mazes and skill-based challenges are not banned, but it is imperative to make sure that they do not hamper the experience. If some section is pulling players away from the story, it needs to go.
(09-01-2013, 12:14 PM)Deep One Wrote: [ -> ]
(09-01-2013, 12:03 PM)Googolplex Wrote: [ -> ]I always enjoy to stuck and search for help in the internet.

And that doesn't break immersion? It's like the worst immersion breaker ever

I got stuck on a few puzzles(Mainly the machine room one) in TDD and looked up help from internet and that didn't break immersion for me.
(09-01-2013, 12:48 PM)Chieftain1 Wrote: [ -> ]I got stuck on a few puzzles(Mainly the machine room one) in TDD and looked up help from internet and that didn't break immersion for me.

You didn't break immersion even from leaving the game? If so I have to question how you tell real life apart from video gaming.
(09-01-2013, 12:14 PM)Deep One Wrote: [ -> ]
(09-01-2013, 12:03 PM)Googolplex Wrote: [ -> ]I always enjoy to stuck and search for help in the internet.

And that doesn't break immersion? It's like the worst immersion breaker ever

This. When a puzzle is too hard and I get stuck I, lose the interest, get mad and look for the solution on the web. These things are only annoying. In this case the game feels like work in this moment.
(09-01-2013, 12:51 PM)droog Wrote: [ -> ]
(09-01-2013, 12:14 PM)Deep One Wrote: [ -> ]
(09-01-2013, 12:03 PM)Googolplex Wrote: [ -> ]I always enjoy to stuck and search for help in the internet.

And that doesn't break immersion? It's like the worst immersion breaker ever

This. When a puzzle is too hard and I get stuck I, lose the interest, get mad and look for the solution on the web. These things are only annoying. In this case the game feels like work in this moment.

You just had to use that picture as a profile pic? XD