Thread: Puzzles in RPGs
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Default Puzzles in RPGs

May 12th, 2010, 20:07
Joystiq had a interview with Brian Fargo about his new game. Apparently, puzzles are back.

I love good puzzles, and don't mind if they stop progress. What good is one sitting off to the side, unused? I do think there should be multiple work arounds to puzzles, more than one solution. But I think that about every event in a game. Including combat. Which, really, is a tactical puzzle in and of itself. With the end result being death and dismemberment.

I remember a fight in one of the Gold Box games, first time I ran through it. It was a forced event, you couldn't avoid it. It took me a half a dozen tries to figure out a strategy that worked. When I did, subsequent times through were a breeze. It was just as hard as a traditional puzzle to figure out, and had death as a consequence. Other strategies would work as well, depending on party, so it was a more dynamic puzzle.

Treasures of the Savage Frontier, speaking of Gold Box games, had a minor puzzle of sorts that you used to figure out the BBEG's plot. It wasn't major, and a wargamer may have come up with a similar strategy in the end, but that's neither here not there.

I always had Arcomage crash on me in MMVII. Never managed to play it once without a crash.

It was the night before Hogswatch…

I became insane with long intervals of horrible sanity - Edgar Allan Poe
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