The Ethereal Writer Redux wrote...
Depends really on the puzzle.
I wonder... is it possible to make a puzzle that has various ways of being solved?
No. Impossible. All things must only have one optimal answer. This does not compute.
The Ethereal Writer Redux wrote...
Depends really on the puzzle.
I wonder... is it possible to make a puzzle that has various ways of being solved?
thats1evildude wrote...
There's always the Gordian Knot solution to puzzles.
Il Divo wrote...
The Ethereal Writer Redux wrote...
People really only hated the FedEx quests not because of the lack of combat, but because Hawke knows who they go to without really doing much exploration.
which I'm fairly certain was your actual point. They were the very literal version of non-combat activities.
I'm almost confident that had they been Chanter's Board quests with a description of both the item, where to find said person, and a general idea of the area it was in; then barely anyone would've had a problem with it.
Even there, I'm not certain the Fed-Ex quests would have had the best reception. I fully support non-combat side quests, but I think they need to focus more on delivering a substantial motivation on why the player is doing what he is doing. The more involved the side quest, the more "natural" it feels. Personally, that was my problem with the Chanter's Board, FedEx quests, etc.
Fast Jimmy wrote...
The Ethereal Writer Redux wrote...
Depends really on the puzzle.
I wonder... is it possible to make a puzzle that has various ways of being solved?
No. Impossible. All things must only have one optimal answer. This does not compute.
Shadow of Light Dragon wrote...
In Ultima 7: Serpent Isle there was a logic puzzle you needed to solve to get a key, which was sealed behind an energy field. There were two ways to get the key:
1. Solve the puzzle.
2. Cast Dispel Field.
Bayz wrote...
Spending exp in dialogue? Hmmm...that sounds awfully anti grinding...do not want ><
Modifié par Bayz, 18 décembre 2011 - 02:25 .
Guest_Dalira Montanti_*
The Ethereal Writer Redux wrote...
Il Divo wrote...
The Ethereal Writer Redux wrote...
People really only hated the FedEx quests not because of the lack of combat, but because Hawke knows who they go to without really doing much exploration.
which I'm fairly certain was your actual point. They were the very literal version of non-combat activities.
I'm almost confident that had they been Chanter's Board quests with a description of both the item, where to find said person, and a general idea of the area it was in; then barely anyone would've had a problem with it.
Even there, I'm not certain the Fed-Ex quests would have had the best reception. I fully support non-combat side quests, but I think they need to focus more on delivering a substantial motivation on why the player is doing what he is doing. The more involved the side quest, the more "natural" it feels. Personally, that was my problem with the Chanter's Board, FedEx quests, etc.
Maybe not the best reception, but they certainly would've made sense as to how Hawke knows who they go to.
And isn't there enough motivation in "MOAR gold, MOAR loot, and MOAR experience!"?
But to be serious, I agree more motivation is good.
Shadow of Light Dragon wrote...
In Ultima 7: Serpent Isle there was a logic puzzle you needed to solve to get a key, which was sealed behind an energy field. There were two ways to get the key:
1. Solve the puzzle.
2. Cast Dispel Field.
Modifié par Firky, 18 décembre 2011 - 09:37 .
Guest_simfamUP_*
MassStorm wrote...
I HATE puzzles like the one we had on DAO to get Andraste ashes....NO Dammit do NOT want it..NO puzzles.
Guest_Rojahar_*
Modifié par Rojahar, 19 décembre 2011 - 01:25 .
Firky wrote...
classic Ultima.
But, yeah. In Ultima VII, was it Alagnar's House (it might have been someone else) in which you had to get in via a system of levers. Some of them you couldn't get close to, so you had to use telekinesis to flip them. So it was like puzzle, combined with figuring out how puzzle met normal gameplay.
Then there were buildings on top of mountains that you could see for the first time while sailing over them on the magic carpet. So it's puzzles located in the world, which are revealed through exploration/gamplay and solved by .... Actually, I can't remember how you got into them. Perhaps it was a case of, once you know there is a building there, then you search the mountain for a hidden door. Can't recall.
Edit: PS. Modern fantasy RPGs need more telekinesis.
FaWa wrote...
Urn of Sacred Ashes. Perfect balance of combat, puzzle, and dialogue.
Can every quest be like that?
FaWa wrote...
Urn of Sacred Ashes. Perfect balance of combat, puzzle, and dialogue.
Can every quest be like that?