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.