Thread: I hate puzzles.
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Old 07-31-2009, 12:30 PM   #57
Marduk
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Quote:
Originally Posted by noknowncure View Post
Discworld Noir is a fantastic example of clever puzzle design. By using thoughts as individual properties that could manipulate and combine, they avoided many of the problems that physical inventory items create.
That's exactly what I loved about it. Although the normal kind of inventory item is still present the emphasis is removed. You didn't have moronic situations where you had to find a specific item when there are already several that will do the same job there already just waiting to be used.

It also helped the story moved on because the clues you were using were directly related to the motivations of each of the characters you encounter and the mystery that needs to be solved.

There are no useless clues as there might be with items you could find in other games but some can mislead you until you look at them in the right light as they would a genuine detective on a case.
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