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Originally Posted by Ariel Type
numble
The puzzles you mentioned had good logic in the context of universes they belonged to + involved a little thinking. In this case we've got clear logic, but no thinking, no need to explore the little universe fot some hints, because everything is so clear.
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Eh, I'll still maintain that the puzzles I mentioned are some of the most egregious examples of obscure illogical puzzle design in such games. I will maintain that most people came to the conclusions to the puzzles I mentioned from either a walkthrough, or trying to use everything with everything.
I'll talk you through one of my examples, but it really applies to all the puzzles I mentioned.
Spoiler:When Sam and Max need money to spend, does it involve a little thinking to figure out that you should go back to the office and "use/pick-up" the mousehole? Or is it more reasonable to expect somebody to have stumbled upon it by using everything with everything? Nothing to do with the logic of the universe.
Quote:
Originally Posted by Ariel Type
As a designer he started to repeat himself (collect three items/ perform three actions to get a result), while original S&M was original in every respect, and with "using Max as an inventory item" too.
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And this is the same design as the major puzzle in the first act of Monkey Island, the first act of Monkey Island 2, Year 2 of Grim Fandango, and who knows how many adventure games. Go with what works, I say... and spend more time concentrating on the writing and humor. Though I will say that the Sybil puzzle in Culture Shock and the many verbal-based puzzles feel very innovative to me.