Now it is time for the final part in these series on puzzles in horror games! This post will be about some puzzles in Penumbra that I personally find especially interesting. Because of this, the post will be filled with puzzle spoilers so if you are planning on playing any Penumbra game and have not yet done so, do so before reading!
Puzzles in horror games Part 6: On “brain boosters” and hint systems
In most adventure games, the player takes the form of some type of Sherlock Holmes character and here one runs in to a problem: How does the player become Mr Holmes? How can she be given Sherlock’s wit and problem solving abilities, just like she is given Kratos’ strength? That’s what the rest of this blog entry will be about.
Puzzles in horror games Part 5: Things to consider when designing puzzles
Figuring out a good puzzle is often a hard and tricky process. Sometimes a puzzles presents itself from story and environment naturally, but more often it is put in just to add some gameplay and/or slow the player down.
Puzzles in horror games Part 4: Backtracking and why it is essential
The fourth part in the puzzle series will be about a specific “feature” that I am sure you are all aware of. Backtracking
Puzzles in horror games Part 3: Why physics puzzles is not the “promised land” of adventure games
In the previous blog some problems with puzzles in adventure games where discussed. It was also mentioned that a major culprit in all of these where that many adventure games do not have a coherent system for doing interactions, like for example a Super Mario game. A nice way of solving this and still allowing a varied set of possible actions might seem to be physics.
Puzzles in horror games Part 2: Common problems with adventure game puzzles
Before continuing to dig deeper into the world of puzzles, I would like to clarify a thing from the last puzzle post: When I said that I thought puzzles were the best way to have as core gameplay in a horror game, I did not mean that it excluded all other kinds of gameplay. I rather meant that the basic design was based on puzzles and that other mechanisms are there as extras.
Puzzles in horror games Part 1: Why are puzzles so suited for horror games?
This post will be the first in a series concentrating on puzzles in games, with special focus on horror games. To start this up I would like to discuss why puzzles are needed at all. Is it really necessary to have puzzles in game when it might detract from story, immersion, etc?
Obstacles continued
In this post I would like to expand on some of the things that where brought up in the last post on obstacles. I am going to go through some of the steps involved in coming up with an obstacles and problems encountered.
The problem with obstacles
Even though freedom is something of a buzz words these days in games, most games needs to restrict the player somehow. This is especially true for various types of adventure games where the player must be guided along a story path. In this blog post I will call these restrictions “obstacles” and will briefly discuss the various design problems connected with these.
Nothing will save you!
In this post the the no-save system hinted at in the previous post will be discussed by going over various systems and see how they apply to horror games. I also want to point out that as in the last post, saving means the type of save that determines where the player starts after failure (death) and not progress recording.