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Author Topic: Puzzle Theory  (Read 15519 times)
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« on: June 19, 2005, 05:43:41 AM »

[img src="../pictures/features/puzzletheory-index.gif"]

Tell us what you think! You can read and leave comments about this [a href="../featuredetail.php?action=view&featureid=30&showpage=1"]feature[/a] below:
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Erwin_Br
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« Reply #1 on: June 17, 2005, 07:24:59 AM »

I wonder if anyone can come up with another puzzle theory? This list is pretty comprehensive, I think.
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
deadworm222
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« Reply #2 on: June 17, 2005, 07:24:59 AM »

As long as there's lots of diversion in the puzzles, I'm happy. One of the faults of many games is that they rely on item exchange puzzles. Apprentice 2 comes to mind as being a bit too item-heavy.
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Erwin_Br
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« Reply #3 on: June 17, 2005, 07:24:59 AM »

Oh yeah, definitely. It's all about the right mix.
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
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« Reply #4 on: June 17, 2005, 07:24:59 AM »

Very helpful . thanks .
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Sim
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« Reply #5 on: August 13, 2005, 04:34:30 PM »

Brilliant stuff, it's already given me some great ideas!  Only problem I could find, amongst a few spelling mistakes, is that you referred to 'Guess and Check', but I didn't see a section on it.  Excellent work anyway though.
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Ben304
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« Reply #6 on: October 18, 2005, 06:38:32 AM »

What a great article! A lot of these puzzle types may seem obscure, but with consideration can be related to many of the games I've played. Has definetly given me some new ideas.
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Vroomfondel
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« Reply #7 on: January 05, 2006, 04:24:53 PM »

Very good. I'll show this to the puzzle writer on our team, I think he'll find a use out of it. I noted that you mentioned getting points from tasting something in SQ4. What was this?
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MikeRozak
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« Reply #8 on: February 18, 2006, 05:53:02 PM »

A few months ago I was trying to find just such a list of puzzle types, but somehow missed this article. Oh well. Reinventing the wheel does has some advantages; my wheel ended up looking slightly different. My thoughts can be found on:

http://www.mxac.com.au/drt/PuzzlesProblemSolving.htm
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anarchist
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« Reply #9 on: February 23, 2011, 05:12:28 AM »

This is an interesting article. I would like to note that puzzle types also depend on the type of adventure.

For instance, an mystery adventure game (like Sherlock Holmes for example) should be based mostly on finding clues and talking to suspects or eyewitnesses. Item puzzles are not very realistic in mystery adventure games. Most items is such games are clues instead of usable items. I believe some new types of puzzles should be invented for mystery adventure games, puzzles that are more realistic. For instance, analyzing clues in a laboratory.

On the other hand, quest adventure games, like Monkey Island or Indiana Jones are mostly based on exploration and item puzzles.
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