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feature: That Doesn't Work!
Depressingly Common Adventure Game Design Flaws. Inherent in all adventure games, excused in the professional ones and expected in the amateur, are the frustrations, the irksome little foibles that dog the experience, turning what should be a gleeful descent into a new pixellated fantasy into an exercise in skull-clenching horror. And yet, no matter how many windows are broken by carelessly hurled monitors, adventure games continue to contain these bugs, perhaps because even the most cherished adventures in history are sometimes guilty of the crimes, and they are as such made valid to the professional and amateur designers of today. My mission in life is to expose these disasters of gameplay, to warn others to avoid them, and as such end their tyranny on our leisure time. This approach became doubly necessary because a lot of the puzzles were extremely, EXTREMELY unintuitive. Picking one out of the air, I recall one bit where you have to block a chimney with the local equivalent of a Father Christmas doll. I suppose there was some weak connection there, chimneys and Father Christmas, but let's be honest - you needed Jonathan Creek's way of looking at things to figure that one out. Look at all the things that stood in your way: 1 GRR. There are any number of inventory items in the game which would do just as well a job of blocking a chimney, all of which solicited 'That Doesn't Work'. 2 GRR. There was no clue given at all that blocking the chimney was even necessary. 3 GRRRR. The chimney was just one of a million hotspots, and the doll just one of a million inventory items, in an episode where the player's objective was somewhat unspecific. How To Avoid It Fortunately for you, there are any number of ways to work around resorting to the That Doesn't Work stigma. Let's continue using that Discworld puzzle to examine how it could have been done better. Yeah, I guess there's no way of getting through this article without sounding like a pompous git, so I'm just going to accept that and move on. The best thing to do to prevent the player becoming frustrated and bored is to offer hints, rather than the unfriendly “That Doesn't Work.” This isn't supposed to be a game of Battleship, an attempted interaction needn't be either a hit or a miss. If the player wants to block the chimney with, say, a Persian rug, but the rug is required later, you can easily deflect them in an encouraging way with a statement like "I think I'd rather block the chimney with something I'd have no further use for." Then you could attach a subtle hint to the Father Christmas doll to the effect that Father Christmas is famous for squeezing his gigantic crimson buttocks down chimneys and little else. And of course you'd need to get the player to understand that they need to fill the house with smoke in the first place. Perhaps a smoke alarm visible near the fireplace, with the house's inhabitant offering a vague reference to being scared of fire. When you're putting together the puzzles for your adventure game, you can help prevent a lot of frustrating using-inventory-on-everything scenarios by going through your game script, scrutinising each puzzle, and seeing if any other available inventory item could possibly be used to solve it. And if you do see an alternative solution, you could do one of three things: 1. Somehow prevent the player from having the alternative item at that point, eg. have a crafty monkey snatch it as they enter the room 2. Give some specific message explaining why the alternative item is unsuitable - maybe the bamboo rod is too flimsy to do the job of a broom handle or 3. Make the alternative solution actually work. Remember you're making an adventure game, not one of those toys where you have to push wooden blocks through holes of corresponding shape. There's no real reason to create a broom handle if a bamboo rod would do just as well; it's just unnecessary padding. A Game That Does This Well Thinking about it, the best game I have ever played for intuitive puzzles has to be the aforementioned Zak McKracken And The Alien Mindbenders. There's a whole horde of inventory items in Zak McKrack, and I could give a thousand examples of puzzles with several alternative solutions. How about using a monkey wrench to wake up the bus driver, but also being able to do the same with any other long, hard item in your inventory, AND having the option of waking him with a merry kazoo interlude instead? You can use a butter knife to get a cashcard from under a desk, but you can also use any of the several pieces of paper, all of which can also be used for drawing maps. Then, when you try to lever up floorboards with the butter knife, it's obviously too flimsy, and you get left with a bent butter knife. Having so many possibilities and so many avenues to explore not only constantly rewarded the player's intelligence but provided the vital encouragement needed to make them push through to the very end. That Doesn't Work? Oh no, my dear unintuitive adventure game - it is YOU what doesn't work.
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