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Rampant Games - How to Design Puzzles for RPG's

by Couchpotato, 2013-07-25 02:28:28

The Rampant Coyote has a new blog post taking about How to Design Puzzles for RPG's.

I love puzzles in my RPGs – except when I hate them. I have a low threshold of tolerance for the kind of frustration they can yield, but I enjoy great satisfaction in solving them. It’s like having a sweet tooth and an allergy to sugar.

When Legend of Grimrock was released, I was ecstatic.  I loved the old puzzle-heavy RPGs that LoG was styled after. I found LoG to be even more puzzle-heavy than I expected.  It was fine for a few levels. But I’ve yet to finish the game, because at a certain point I just got tired of them – even when I had the option to hunt down a solution if I found myself “stumped.” But I wasn’t so much stumped as tired of memorizing patterns through trial and error. It was really fun up until the point where it wasn’t. Those represent what I’d call the “action puzzles.” These are the puzzles that require you to learn and then execute complicated sequences of actions.


Source: Rampant Games

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