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alternative ways? (spoilers for ep1 06 bright side of the moon)

posted by poster0815 on - last edited - Viewed by 756 users
Hello, I enjoyed playing sam and max, that said, I sometimes wished more flexibility for the way I get what I need.

I give an example, we have the spoonbending talisman and want to get it out of its box, so we need to use it with the lunar landers rocket. Then the unicorn has to be exposed to heat. We aren't able to do that with the rocket, sam says he doesnt want to destroy it. Theres the footprint max ruined, where it could possible be placed. But thats not possible. So we use the lunar lander at the end inside of a house to heat up the fishtank and bliss gets boiled, but nothing else happens to the fishtank or the room. I may be nitpicking here, but I would like to be able to use different approaches for the same effect.
I like adventure games, but sometimes I get annoyed with the fact that generally you have to do exactly what the designer wanted you to do with an object to get through, although you may encounter objects that would have similar effects, but simply get a "nah, won't do". I know it's a common thing in adventure games, but imo it leads to some frustration at times. It's like I say to you come over to my house and I give you the address, but if you walk any other way I previously used to walk, the road will get closed. I know, it would mean extra time, extra code and more complexity, but I really would like to have the illusion at times, that the road to victory wasn't that narrow. So I would like to have some less linearity at times.
13 Comments - Linear Discussion: Classic Style
  • I agree. Maybe I could actually solve a puzzle without needing a walkthrough!
  • I disagree. Finding the "right" solution is a part of adventure gaming. If you have too many answers, then the game will just start getting too easy.

    Take a blind guy and have him shoot an arrow. If the target's bullseye is much larger, then he's more likely to hit it out of sheer chance.
  • Hmm, rather dashing is right. I have to change to no im afraid.
  • But he's not talking about adding like 50 alternative solutions to a puzzle, just more than one direct "you have to do it this way" method.
  • In some situations, it might be nice to see certain puzzles have more than one solution. What I don't want to see happen, though, is where you think you've solved a puzzle one way, but in fact the game is impossible to complete unless you solve it a different way. Games that do that are more frustrating than fun.
  • At least Sam explained why it wouldn't work, in this example. It's more frustrating when it's a default response
  • I think that if there is more than one logical way to solve a puzzle but the game doesn't allow you, it's developer's fault. They should have programmed both solutions... or "erase" the objects/etc that make a different solution possible.

    PD: I think my english it's a little strange. Sorry for that.
  • I have to agree with Rather Dashing. While it would be logical to have many alternative ways, it would ruin the idea of adventure gaming, which is, indeed, solving puzzles. The puzzle is to find the right way to use the item, just as the creators of the game have thought it to be. It's part of the story, too. :)
    It would be just too dang easy, otherwise, wouldn't it? :D It can lead to some fustration, but, it feels very rewarding when you've finally got it.

    If you had more than one way to break the glass, where would be the challenge? It's just as if you'd need to open a food package you got from the fridge. But how? Well, you just go and get the scissors or a knife to do that. You don't need to think, you just do what comes naturally. That wouldn't exactly work in a game, puzzlewise.
  • Well, I have to say that the thing I really like about TTGs adventures is that there is much less wtf about their puzzles.

    I've had some games that I gave up and checked a walkthrough and still didn't know why that particular combination solved a puzzle, which is a sign of bad writing.
  • Trica;123548 said:
    While it would be logical to have many alternative ways, it would ruin the idea of adventure gaming, which is, indeed, solving puzzles.
    Actually, a generation jump for adventure gaming could be an open and highly interactable environment, where you don't solve specific puzzles but try to accomplish certain goals, to which you need to build your own way. However, I don't see that happening in the near future...
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