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Found 3 results

  1. So there has been some discussion about puzzles before, do we like them, how would we solve em. I was wondering if anyone has a preference for a type of puzzle, or remembers a puzzle they've played elsewhere which they really enjoyed. For me, I mostly enjoy puzzles which aren't directly obvious as puzzles, but kind of blend into the world. I always enjoyed games like Myst and Riven, where for instance in order to learn the numerical system of the world (which you needed for specific inputs elsewhere) you had to play a children´s game in an abandoned school, and infer from that. I love this type of challenge because it doesn't break immersion. (I'm thinking about the Stanley parable where the games narrator makes fun of you because you start switching light switches as if that would somehow solve a non-existent puzzle) And it´s not directly obvious how you go about it, but it does fit within the confines of the world. I also pathway puzzles, where you might have to move a lot of switches back and forth the whole time to get to all the places. Puzzles involving text I don't like so much. Not only are they too obvious a gameplay element ("look a puzzle") but text often is either too vague (because the creator of the puzzle assumes a cultural knowledge you might not have) or too obvious. I do like a lot of puzzles in the game, but I tend to like them as a bonus, for the extra reward. Not as a main attraction. I'm curious to hear what you guys think about puzzles.
  2. I've always liked some good puzzles (such as choosing the right combination to unlock a door), mini challenges (such as selecting one of your characters to beat a series of foes in a sequence of rooms) and labyrinths (both spacial and temporal) inside cRPG's, specially inside dungeons, castles, etc.
  3. No, I'm not talking about Sherlock Holmes and the butler did it. Mysterious signs, items, hints in conversations; all things I've been missing for a long time now. You find an unusual item, perhaps even in random loot, that has a purpose somewhere. No quest dialogue pops up or automatic quest markers to show you where you need to take it. You adventure across a strange carving in a tree that points to a hidden cavern somewhere without saying exactly where. A "rumor" you picked up at the local tavern leads to some ancient Pandora's Box somewhere on the other side of the world. But again, the most important thing is that your hand isn't held all the way through it. These days you run across something like this and a quest dialogue usually pops up with arrows showing you where to take it on your minimap; way to make me feel intelligent for figuring it out, or accomplished for doing so. Am I the only one who misses these little diversions? Even though then can sometimes drive you mad, especially when the developer puts one in that looks like a mystery but actually is useless junk.
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