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Going back to BioWare roots, the Towers of Hanoi


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#51
schalafi

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Please, no puzzles at all. They distract from the game, and some of them were "game breaking". If you want puzzles, go to Luminosity and work those. Rpgs are for role playing, and I don't think doing puzzles adds anything to the game except frustration.

Modifié par schalafi, 28 juillet 2013 - 05:02 .


#52
AtreiyaN7

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Good puzzles, yes. Towers of Hanoi, no.

#53
LadyRaena13

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I loved towers of Hanoi, was so disappointed in my Shep when we walked over to the game and she says "Towers of Hanoi...yeah I don't think so." with such disgust fine fine go play your stupid futuristic rockem sockem robots. Also kind of wanted to play kepesh yakshi but nope not that game either. :(

#54
Diefenbaker

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 According to the Dragon Age Wiki:

On a gravestone in Haven is written "T.O. Hanoi. Unloved, unmourned." This refers to the Tower of Hanoi puzzle used in Mass Effect,  Jade Empire, and Knights of the Old Republic.

Modifié par AelixVII, 28 juillet 2013 - 10:29 .


#55
aries1001

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I don't mind puzzles in my rpg as long as they make sense e.g to open a door you'll need to figure out the correct order to pull 5-7 levers. Or you'll need do figure which plates to step on to open a portal in order to go through a portal.

Or in Mass Effect games, if you'll need to gain information from a computer, you'll need to able to figure the password for this computer. And again, if you'll need to open a door, I wouldn't mind figuring out which wires to short circuit to get the doors to open.

Because I'm colorblind, I'll have to use a walkthrough to get past any color puzzles in games, like the one(s) in DA: Legacy. They weren't that hard to figure out, then. I would rather be without any puzzles of color in games, but I can live with them...

#56
cactusberry

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I love the Tower of Hanoi, and I hate most puzzles. I'd play it again.

#57
greatcrusader44

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I remember being so frustrated by it in KotOR. But now that I know the trick to it I have no problem with them and actually enjoyed sailing through it in Mass Effect. Guess I would like it for nostalgia factor alone.

#58
Nerdage

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We've seen unpickable locks in DA I'm sure; why anybody would instead choose some hugely elaborate, over-engineered logic puzzle contraption to guard their prized possessions I don't know; it's the action of a person who twirls their mustache.

#59
Star fury

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I accidentally saved in that room in Kotor before solving puzzle. God how much I hated it...

#60
Lukas Kristjanson

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I call them the Towers of Annoy, because I'm ever so clever and self aware. But don't worry, we'll mix it up, make it fresh. You can only put smaller discs on larger ones, the middle ones only hold 3 gallons, and the top ones ONLY TELL THE TRUUUUUTH.

Puzzles and riddles are tricky because, as you can see in this thread, for many players they are frustratingly impossible until they are insultingly obvious. The sweet spot of "satisfying" is really narrow, so they tend to be used in optional spaces where players can deal with them only if they want. Visual puzzles are a go-to because there's rarely an immediate "Wrong, start over!", so you have a chance to, well, puzzle it out. Text riddles are a pain in the butt when you don't have text input, because unless you gate the answer behind some artificial stat thing or plot device, the solution has to be right there in the dialogue list. Unless you break it out across multiple characters, but that's just a lever puzzle disguised inside character models, like I did with the rhetoric puzzle in Jade. Plus people can just guess and reload until they get the right answer, unless the writer is a jerk and randomly changes the riddle every time you reload the conversation. That would just be mean and spoil an otherwise relaxing visit to Durlag's Tower. Who would do that?

So yeah, puzzles. We'll probably have some. You're welcome, and/or I'm sorry?

#61
LPPrince

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I am a Tower and I am offended

#62
Zazzerka

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I am from Hanoi and I am offended.

#63
ladyiolanthe

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If only there were unlimited dev resources in terms of time and money! We could have casual, normal, and hard settings for puzzles as well as combat. I like riddles and puzzles for the most part. But I completely understand those who don't. Also, I'd like to play Inquisition some time next year, and not pay an exorbitant price to help the company cover production costs.

So, whatever you do, BioWare, I'm sure I'll be happy with it. I liked the riddles and puzzles in The Urn of Sacred Ashes and The Golem of Honnleath. They were fun because they made those quests a little different from others. I think DA:O had a good balance of quests that involved riddle/problem solving, quests that mostly needed us to kill everything that moves, and quests that required us to make moral/ethical decisions. Thanks for all your hard work. :)

Modifié par ladyiolanthe, 30 juillet 2013 - 10:29 .


#64
Sylvius the Mad

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I happen to enjoy the Towers of Hanoi.  And, honestly, I think they teach valuable real-world skills.  When I'm putting away dishes in my kitchen, they only fit if I stack them in a specific arrangement, and if I only have one free hand to rearrange them it become a Towers of Hanoi puzzle.

Lukas Kristjanson wrote...

Puzzles and riddles are tricky because, as you can see in this thread, for many players they are frustratingly impossible until they are insultingly obvious. The sweet spot of "satisfying" is really narrow, so they tend to be used in optional spaces where players can deal with them only if they want. Visual puzzles are a go-to because there's rarely an immediate "Wrong, start over!", so you have a chance to, well, puzzle it out. Text riddles are a pain in the butt when you don't have text input, because unless you gate the answer behind some artificial stat thing or plot device, the solution has to be right there in the dialogue list. Unless you break it out across multiple characters, but that's just a lever puzzle disguised inside character models, like I did with the rhetoric puzzle in Jade.

Ooo!  Lever puzzles!  More, please.

I highly recommend the puzzles in Ultima IX.  Some of those, particularly the lever puzzle in the second half of the dungeon Hythloth, were diabolically difficult.

Plus people can just guess and reload until they get the right answer, unless the writer is a jerk and randomly changes the riddle every time you reload the conversation. That would just be mean and spoil an otherwise relaxing visit to Durlag's Tower. Who would do that?

I like the way you think.

#65
Maria Caliban

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I would love to see the towers return, but greatly suspect they won't.

#66
In Exile

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Lukas Kristjanson wrote...
Unless you break it out across multiple characters, but that's just a lever puzzle disguised inside character models, like I did with the rhetoric puzzle in Jade.


I just want to say I really enjoyed that puzzle. Kudos! 

Modifié par In Exile, 30 juillet 2013 - 10:44 .


#67
Shadow of Light Dragon

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Puzzles in RPGs should enable hints and/or complete walkthroughs for PCs with a high intelligence.

#68
Leoroc

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I want a legit labyrinth/maze. Randomly generated so you can't gamefaq the solution.

#69
Fredward

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Leoroc wrote...

I want a legit labyrinth/maze. Randomly generated so you can't gamefaq the solution.


Ugh, no. Can you imagine the hell of frustration after like your 9th playthrough? Unless that thing about always going right is actually true. But that would kinda trivialize the challenge anyway.



I'd prefer word puzzles over spatial puzzles.

Modifié par Foopydoopydoo, 31 juillet 2013 - 12:33 .


#70
Boycott Bioware

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I despise the puzzle on Andraste Temple, because of that puzzle, i didn't progress my game for a day when first time playing DA:O, you see, A DAY!, because who the hell can figure out the answer like that? I always expect i have to make a full solid bridge, but it actually no need to make a full solid bridge. That puzzle is also misleading, it says about how we trust our friends, our friends doesn't helping at all, or give a hint example "I already stand here, i don't think this is the right pressure plate", it is more annoying if having Morrigan, she always say "ugh let just goooeeewww!!!" each time click on her

I remember the Tower of Hanoi in KotOR, i never know it is called tower of Hanoi, and it is quite easy

I am fine with puzzles, as long as it is not beyond reasoning

#71
ladyiolanthe

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I found the bridge puzzle in Andraste's Temple to be quite easy to reason out. First step: move your companions to test each pressure plate to see which bridge pieces it activates. Jot these down on a piece of paper. I even drew a diagram so it was all represented graphically. Second step: figure out which three pressure plates you need to be putting your companions on in order to advance your Warden.

I had Alistair in my party and he did give me a hint before I even started the puzzle (this doubles as some of the evidence pointing to how smart he really is... lightyears ahead of Maric and Cailan). If you didn't have a full party of four in the Temple, you'd be screwed by this puzzle, though.

#72
Guest_BarbarianBarbie_*

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Lukas Kristjanson wrote...

I call them the Towers of Annoy, because I'm ever so clever and self aware. But don't worry, we'll mix it up, make it fresh. You can only put smaller discs on larger ones, the middle ones only hold 3 gallons, and the top ones ONLY TELL THE TRUUUUUTH.

Puzzles and riddles are tricky because, as you can see in this thread, for many players they are frustratingly impossible until they are insultingly obvious. The sweet spot of "satisfying" is really narrow, so they tend to be used in optional spaces where players can deal with them only if they want. Visual puzzles are a go-to because there's rarely an immediate "Wrong, start over!", so you have a chance to, well, puzzle it out. Text riddles are a pain in the butt when you don't have text input, because unless you gate the answer behind some artificial stat thing or plot device, the solution has to be right there in the dialogue list. Unless you break it out across multiple characters, but that's just a lever puzzle disguised inside character models, like I did with the rhetoric puzzle in Jade. Plus people can just guess and reload until they get the right answer, unless the writer is a jerk and randomly changes the riddle every time you reload the conversation. That would just be mean and spoil an otherwise relaxing visit to Durlag's Tower. Who would do that?

So yeah, puzzles. We'll probably have some. You're welcome, and/or I'm sorry?


:lol:

#73
Guest_Raga_*

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I like puzzles but I also like for the game to have tutorials or someone say "hey, I think you should flip this switch" if I'm stumbling around in confusion and want some help.

#74
legbamel

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I love puzzles and minigames because they are a great way to add variety to the game and it's so satisfyong to solve a tough one. I'd love to see more of both in DA:I.

That said, I fail at Towers of Hanoi puzzles. For some reason I just can't wrap my head around them. I'd be perfectly willing to suck it up, however, if having one means that we get other types of puzzles andmore variety in game play in general. :D

#75
Boycott Bioware

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ladyiolanthe wrote...
I found the bridge puzzle in Andraste's Temple to be quite easy to reason out. First step: move your companions to test each pressure plate to see which bridge pieces it activates. Jot these down on a piece of paper. I even drew a diagram so it was all represented graphically. Second step: figure out which three pressure plates you need to be putting your companions on in order to advance your Warden.


Well i put my Warden also on those plates because i thought the goal is to make a full solid bridge for everyone to cross, not just the Warden

I had Alistair in my party and he did give me a hint before I even started the puzzle (this doubles as some of the evidence pointing to how smart he really is... lightyears ahead of Maric and Cailan). If you didn't have a full party of four in the Temple, you'd be screwed by this puzzle, though.


That is a problem, because that puzzle is essential, must past it to complete the main quest. While getting companions is optional, that puzzle is created with the main character and 3 companions in mind. So....it is a bad design

Furthermore, when we approach the Urn, the cut scene only show the Warden, the rest disappear, that show as if that quest is for the Warden alone, the rest re appear at the Urn after that and they got injured by the fire...i don't know if it is a bug but it happen in all my playthrough