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Puzzles instead of gate smashing


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#251
Topsider

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Rpgfantasyplayer wrote...

AngryFrozenWater wrote...

Rawgrim wrote...

What is this "Towers of Hanoi" everyone keeps reffering to?

Shhht! Don't mention it! Before you know it BW will add it to DA:I aswell, like they did to most of their games.

Towers Of Hanoi.

And here a quote from a random site on the net about that puzzle:

Though developed in the 19th century, the Tower of Hanoi puzzle has maintained a degree of popularity in computer science. Because of its simple rule set, the Tower of Hanoi is taught to illustrate the core concept of recursive functions, a fundamental part of computer science. Because of its ubiquity in computer programming, the Tower of Hanoi puzzle has popped up in a number of video games, including the Bioware titles Star Wars: Knights of the Old Republic, during the Naga Sadow's Tomb on Korriban, and in Mass Effect, on the planet Noveria. Bioware even pokes fun of their predilection for the puzzle in Dragon Age: Origins. In the town of Haven, the location of the Gauntlet (a series of puzzles similar to, but not including, the Tower of Hanoi) a tombstone can be found with the inscription "T.O. Hanoi. Unloved, unmourned."

Source: Towers Of Hanoi.

:P


I don't understand why everyone has a problem with this puzzle.  Maybe I just don't understand the reason behind the dislike, but it is not really that difficult of a puzzle to do.  Quite simple actually.


Familiarity breeds contempt.

#252
Elhanan

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ScreechingViolence wrote...

Puzzles are nice, but if their as patronizing as Skyrim's, then I wouldn't even bother.


Quite different from my take. While the puzzles in Skyrim are rather simple once the key is known, this stops me from having to shut the game to access the Wiki or playthrough for answers, and continue gameplay.

Puzzles - esp mini-games -  are often an annoyance to gameplay. These simplistic nods to Indiana Jones-like devices are pleasing to the overall experience and mood; supports the game as a whole. There is really not a need for some Mensa test to be included in a game; simply want to continue the story. IMO.

#253
Trafalgar-Law

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I love taking on Bioware devs as much as the next guy, but this thread is pretty silly. Who in their right mind would seal up a castle entrance with a puzzle, thus give virtually anyone the ability to break inside? It's absurd and goes well beyond suspension of disbelief. There should not be ANY puzzles outside of castle keeps in the final game. There should only be two ways to break in. Brute force or lockpicking. Anything else is dumb.

#254
MisterMonkeyBanana

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In the demo didn't they say that a lot of the guards of the castle had been lured out of the stronghold because of other things the player did? I'm not 100% certain on that but if so that seems puzzle-y enough in my opinion. Sure Cassandra is smashing open a gate as a single action, thus allowing you physical access, but what if the player did that without first doing other tasks, would they have the strength to even win that fight. Alongside being able to figure out different ways of getting inside with different classes, more than likely there being at least some strongholds having secret entrance there seems more than enough reasons to suggest that it really isn't as simple as clicking on your sword and board warrior and breaking a gate open with an ability. 

#255
fdgvdddvdfdfbdfb

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Elhanan wrote...

ScreechingViolence wrote...

Puzzles are nice, but if their as patronizing as Skyrim's, then I wouldn't even bother.


Quite different from my take. While the puzzles in Skyrim are rather simple once the key is known, this stops me from having to shut the game to access the Wiki or playthrough for answers, and continue gameplay.

Puzzles - esp mini-games -  are often an annoyance to gameplay. These simplistic nods to Indiana Jones-like devices are pleasing to the overall experience and mood; supports the game as a whole. There is really not a need for some Mensa test to be included in a game; simply want to continue the story. IMO.

Exactly. And in the "good" ol days, there was just simply nothing to do but run and jump around when you don't know how to progress a game, sometimes not even puzzles. I think the most important thing about puzzles is that it makes sense in the story. The Walking Dead "game"'s  only gameplay element is basically just problem solving puzzles, and I think those are at just the right kind of difficulty, plus they mostly made sense.


Oh yeah, now I've seen the gate smashing proper- it's ridiculous. Why would the top of the gate shatter into bits? The first hit kinda looks okay, they should just have that make a gap to go through.


Trafalgar-Law wrote...

I love taking on Bioware devs as
much as the next guy, but this thread is pretty silly. Who in their
right mind would seal up a castle entrance with a puzzle, thus give
virtually anyone the ability to break inside? It's absurd and goes well
beyond suspension of disbelief. There should not be ANY puzzles outside
of castle keeps in the final game. There should only be two ways to
break in. Brute force or lockpicking. Anything else is dumb.

Those were my thoughts at first, except the current brute force method is just as absurd. Who in their right mind would build gates that could be smashed into weetabix with a shield by a skinny woman? :huh: But I just thought of the walking dead and how you have to use a (dead) dog's collar to open a doggy door at one point, which is a good example of how to be a "puzzle" without being obvious like "solve this rubix cube and I'll let you in"

Modifié par fdgvdddvdfdfbdfb, 11 septembre 2013 - 02:23 .


#256
Magdalena11

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A puzzle for me equals a trip to the solution page and slogging through it. Not fun. There are some human beings out there who are good at puzzles and I salute them. I'm not one of them. If there was never another puzzle I wouldn't shed a tear.

#257
AmRMa

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I get a puzzle if we are exploring a hidden ruin and we want a rock door to slide open or something like that but when invading a keep- I would just like to go in steathily via rogue or go in swinging and bashing the gate to kick some a**. I don't want to do a puzzle everytime I open a gate that would get tedious very quickly and take away the urgency or momentum of the fight.

#258
kinderschlager

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Allan Schumacher wrote...

Filament wrote...

I just felt a little disappointed that the concept in the trailer of busting into a fort with an actual battering ram appears to have been reduced to using a "battering ram" ie Cassandra.


At the risk of spoiler...


That scene is different.


i just want to say one thing: if oghren makes it back in, i want to BODILY use him as a battering ram :P

#259
forneverwinter

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Magdalena11 wrote...

A puzzle for me equals a trip to the solution page and slogging through it. Not fun. There are some human beings out there who are good at puzzles and I salute them. I'm not one of them. If there was never another puzzle I wouldn't shed a tear.


I so totally understand you. I can't understand why there can't be a choice in options, puzzles on or puzzles off in game, everybody would win. Too much work for developers? :whistle:
.

#260
OLDIRTYBARON

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forneverwinter wrote...

Magdalena11 wrote...

A puzzle for me equals a trip to the solution page and slogging through it. Not fun. There are some human beings out there who are good at puzzles and I salute them. I'm not one of them. If there was never another puzzle I wouldn't shed a tear.


I so totally understand you. I can't understand why there can't be a choice in options, puzzles on or puzzles off in game, everybody would win. Too much work for developers? :whistle:
.


It would be a lot of work. Take one of my favourite franchises (or well, used to be) Silent Hill. Almost every game featured a puzzle difficulty setting (with the hardest usually involving mathematics and ****ing Shakespeare) and it significantly changed routes through levels, content in the levels, and sometimes context of the narrative. To ask something that large of a studio on top of the big commitment they have in producing an open world game with all of the complex systems of an RPG under the hood and it's just asking for trouble. 

I know some people feel like their intelligence is being insulted when you get a simple puzzle like in, say, Skyrim, but it's more the developers trying to find a happy balance for the people who enjoy puzzles and those that loathe them.

#261
Taura-Tierno

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There were a few puzzles in Knights of the Old Republic that could be difficult. I'm not sure if they were actually puzzles or just mathematical questions, as in ... when I played the game at first when I was 16, I had trouble with some of them, now, a lot of years later, not so much,because my math skills are better, and if you knew the math, they were easy. My point, though, is that there were always alternate ways around them. If you weren't good at math - hack the computer instead, or interrogate someone, or something like that. That's a pretty good way to achieve balance between tricky puzzles, so that you don't infuriate people who cannot solve them.

Modifié par Taura-Tierno, 11 septembre 2013 - 06:18 .


#262
forneverwinter

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Taura-Tierno wrote...

 My point, though, is that there were always alternate ways around them. If you weren't good at math - hack the computer instead, or interrogate someone, or something like that. That's a pretty good way to achieve balance between tricky puzzles, so that you don't infuriate people who cannot solve them.


This, there should always, always be other alternative ways solve puzzle missions, sneaky(rogue) or mighty(warrior, mage) way and perhaps another mission instead.
Stone prisoner DLC where you get Shale is excample of puzzle mission where to get optimal solution you have to solve puzzle, so i tried to solve it and just frustrated and eventually looked answer on the internet.
Not a good way to make DLC which cost money if player get frustrated and eh... hopes developers to the lowest hell. Seriously, Bioware developers are fine group, it was just that moment eh... passion back then.

#263
LTD

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phunx wrote...

Rawgrim wrote...

LTD wrote...

It is sad thing we live in times where mere idea of puzzles in RPG feels like some hostile insult to people playing RPGs. Single player experience in RPGs is very rarely challenging/difficult/competitive. Certainly not unless player wishes for it.

When was the last time you did not know what to do in your RPG?* Last time it was not immemdiately clear how to nudge the story next step onwards? Is it only a good thing these moments are usually completely non-existant in modern RPGs?

It is downright sad how few tools almost all modern RPGs have in store for challenging player;  If player insists on it, combat can be difficult. And..well that's pretty much it. Legend of Grimrock and The Secret World felt incredibly, beautifully fresh breaths of wind in this regard. They reminded me of how reality could be very different. And how good puzzle/riddle/mystery to solve or investigate can, in modern video games, be something so much more than some Tower of Hanoi variant.



*something simple and dismissable like failing to notice lever in wall at some SKyrim dungeon doesn't count!


So very very true.


 there are probably several different reasons why games don't have hard and tidious puzzles anymore. Developers probably don't want players to quit their game (and possibly not buy the next one) out of frustration, the market is huge, so they could easily play something else. Also the average age of gamers is increasing, we simply don't have the whole summer vacation to play a huge RPG anymore.
I agree however, that Legend of Grimrock had some awesome secrets and The Secret World is a gem among MMOs.


Yeah I bet this is close at the heart of matter. Very gradually them masses consuming AAA games have come to expect two things: One  must immediately know exactly how to play the game. Thought of a learning experience involved in the process feels alien. Somehow, discovering and learning *how* to progress is not desireable or rewarding part of game anymore.   Secondly, there must be constant smooth neverending sense of progress or modern gamer gets incredibly frustrated. At medium difficulty, there can never be a wall to hit your head on. AAA Videogames have basically  turned into Monopoly matches with infinite cash.  By the time modern gamer has beaten his void-of-challenge fairy ride, it is entirely likely game hasn't won a single round in Game Vs. Player boxing match.  If games had always operated under such depresing rulesets, they would have died of extinction hundreds of years before anyone figured out how to make videogames. 

Amazingly, vast majority of achievements, which in theory could add a sense of additional difficulty layer, are always designed to suplement the void-of-challenge joyride. Almost all achievments in almost all games are much harder to avoid than earn. Wtf is that.  Admittedly topic of some other thread tho.

Stuff I put in bold is argument you occasionally come by in threads about long and epic games. I've never understood it. Either playing (core) video games is your hobby or it isn't.  I'm not sure if that many people feel there is some  max. cap of time a game is allowed to take now that they have less time available for their hobby. If you buy three games over three months and use 20 hours on each, you total pretty similar numbers you would if you just spend three months and 60 hours playing Skyrim.  My almost finished SKyrim playthrough spend it's one year anniversary at some point around end of July.

Skyrim has one(and only one:p) example of what I consider a good puzzle: Those dragon claws. All you need to do is 'look' at the damn claw, turn it around and see the symbols on it. That is all. Ofc, it ultimately makes such a simple thing..but fine example of what should be in heart of a good puzzle: Player must learn, find and understand something in order to climb over the (pref proverbial..)wall before him.  It is the feeling that I must investigate on something, think under laws and logic as they appear in this fictional world that gets my juices flowing, not some arbitary logical thinking flex with 5 levers or Towers of Hanoi variant in the heart.

Modifié par LTD, 11 septembre 2013 - 10:25 .


#264
Taura-Tierno

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forneverwinter wrote...

Taura-Tierno wrote...

 My point, though, is that there were always alternate ways around them. If you weren't good at math - hack the computer instead, or interrogate someone, or something like that. That's a pretty good way to achieve balance between tricky puzzles, so that you don't infuriate people who cannot solve them.


This, there should always, always be other alternative ways solve puzzle missions, sneaky(rogue) or mighty(warrior, mage) way and perhaps another mission instead.
Stone prisoner DLC where you get Shale is excample of puzzle mission where to get optimal solution you have to solve puzzle, so i tried to solve it and just frustrated and eventually looked answer on the internet.
Not a good way to make DLC which cost money if player get frustrated and eh... hopes developers to the lowest hell. Seriously, Bioware developers are fine group, it was just that moment eh... passion back then.


Actually, I think that is fine, as long as, across the entire game, the rewards are spread out more or less equally. In some instances, solving a puzzle might get you the better reward; in another, dealing with things in another way might give you a better reward. 

Just like ... in some situations, just killing someone might give you a better reward than helping them with a quest. At other times, it should be better to help them. 

Balance.

#265
Lotion Soronarr

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Kaiser of Hearts wrote...

There's an ability that knocks down enemies by shouting. Warriors duel wielding longswords and archer making it rain a myriad of arrows. Knocking down a gate with a player with a high enough strength stat , isn't beyond the realm of possibility in the DA universe. Would rather smash the gate down than professor layton it, in that particular scenario 



I hate each and every thing you mentioned there.

#266
LTD

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Regarding suspension of disbelief breaking when coming across a " puzzle gate"

Why should we assume this hypothetical puzzle required to open this imaginary gate is some " none shall pass!!" type of a safeguard originally created to keep intruders out? It could just as well be simple ritual for religious purposes put there by ancient civilization. It only  seems like a 'puzzle' for us(/our character) because culture that put it there is so unknown and other to us.

When race of lizardmen who now run EA and other companies first landed on Earth, they saw these complex mystery button key puzzles ment to operate primitive seeing devices.  We look at the same gadgets and see a simple and somewhat practical TV remote. Imagine what an epic puzzle it made for them.

Modifié par LTD, 11 septembre 2013 - 11:14 .


#267
Taura-Tierno

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To open a door: Draw your security card (find one first), enter the code (what combination?), use the retinal scanner. Quite a puzzle for someone to whom the procedure is unknown.

I think they had a good puzzle like that in DA:O, in elven ruins. You had to gather stuff and use them in the appropriate order according to a religious rite to open something.

#268
Rawgrim

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Taura-Tierno wrote...

To open a door: Draw your security card (find one first), enter the code (what combination?), use the retinal scanner. Quite a puzzle for someone to whom the procedure is unknown.

I think they had a good puzzle like that in DA:O, in elven ruins. You had to gather stuff and use them in the appropriate order according to a religious rite to open something.


True, but the solution got kind of spelled out, though.

#269
Vapaa

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Rawgrim wrote...

True, but the solution got kind of spelled out, though.


"Kind of" ? I came with a handbook

As far as puzzles go, I don't really mind them at first, but in the second playthrough they get annoying, I don't even want to do a second DAO playthrough knowing that in the way there's the Andaraste's puzzle, the Fade (buggy) mindscrew  and the Deep roads maze

Besides a gate with a puzzle is just plain retarded, you just don't do that....and EVERY frontal assault on a fortified place in history and fiction involved door smashing

#270
Jonatron2010

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If some kind of puzzle is a possible way to get into a keep, but I can put points into gate bashing and away from more combat useful abilities, good. I can then choose to specialise in gate bashing and avoid puzzles. I don't want puzzles in my dragon age. Really didn't like that in Mark of the Assassin, or DA:O/A/2, either. Puzzles are just weird things that take my time and make me need to look up a solution.

Doing a puzzle in the middle of seiging a keep doesn't sound like fun, either. Smashing gates sounds fun, or at least not obtrusive. The stick some of the forum goers have up their butt about gate smashing is silly.

Modifié par Jonatron2010, 11 septembre 2013 - 03:06 .


#271
aries1001

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I think when we're talking about puzzles in rpgs we're not talking about the puzzles involved in say adventure games like e.g. Black Mirror 1 or Sherlock Holmes: The Awakening or Art of Murder games (FBI Confidential). We're talking about something which makes sense in the context of the rpg setting like say in Neverwinter Nights where you could use kegs of oil to burn enemies and a ship etc. Or like in Legacy (the first dlc for DA2) where you had to connect different beams of light to get through a certain door. And for games like Mass Effect, is it really so unthinkable that you'll need to hack locked door to go through it?

A puzzle in an rpg setting like DA2 could just be a small task e.g finding some kegs of oil, select use, and then throw them at the door. Or maybe have Dog (if we get a dog? in DA: Inquisition?) sniff around the area and lo and behold, you've found some grenades (in game). Throw those at the door. Puzzles in rpg settingsa like DA2 has to be, imo, in agreement with the tone and the felling of the franchise e.g. no hacking of doors in DA: Inquisition. Especially since in the DA setting, computers etc. hasn't been invented - yet. A puzzle like the one Tauro-Tierno wrote about seems right for this DA setting, since it involves something already known in the DA universe, religious rites etc. Or as in DA:O find a way to navigate through the (very long) Fade...