HINT-GIVING ITEMS IN PUZZLE-HEAVY GAMES

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author=Sooz
So this isn't just Layton Talk, what are good options for hinting?

In several games, I've seen the option of an NPC who could dispense hints, usually for a price.

I'm not sure how the hint goggles work, but would it be better if, instead of equipment, it were a setting that could be turned on or off at will?


You do turn them on and off at will - once it's equipped, you make hint ghosts visible who help you with tips if you give them a play coin.
author=LockeZ
Counterpoint: my thirty paragraphs of explanation in the OP of why they make players feel shitty.

I promise I read the whole thing, but I didn't see anything that speaks to the fact that it's totally optional. You seem to mostly talk about how difficulty settings can change the game. Nothing that I can accept as a counterpoint. Could you let me know which part?

But I'm not fine with designers removing all the challenge entirely for everyone - forcing everyone into easy mode. That's what the hint goggles do. If Nintendo would just let people choose between easy mode and hard mode when they start playing, and made hard mode apply to puzzles as well as combat, it would have worked so much better.

I've never played the game, but you said it's an item that you have to equip to use. Meaning it's optional. Nintendo is letting you choose. Equip the goggles for easy mode, let them rot in your bag for hard mode.

Functionally, the hint goggles work like a togglable easy mode setting. But the difference is they're not presented that way to the player. They're found in a treasure chest and equipped like the hookshot or boomerang. They're presented as a tool that's just as valid a way to solve puzzles as any other tool. And so, psychologically, it makes solving the puzzles with the hookshot or boomerang far less satisfying, because instead of feeling like you're good at the game, it feels like you're just not making use of the puzzle-solving tools you're given. It's like not using the shield or not picking up health refills - instead of feeling like you're beating a harder version of the game, it just feels like you're playing badly.

Just because you get something in a treasure chest doesn't mean it's required to solve a puzzle. I mean, the moment you use them you should be able to figure out what it does.

With an item like the hookshot, you are presented with an obstacle that clearly needs a hookshot. If you encounter a puzzle and can't figure it out you might remember the hint goggles and use them. Let's say that during this first instance, you might believe that you were expected to use them. You might think the next step in the puzzle is disabled until you use the goggles. So you do. And you realize that all you had to do was use one of your other tools on something. Clearly you could have figured that out without the goggles, so you should be able to figure out from that, that you don't NEED the goggles. They just pointed out something that was there all along that could have been done without the goggles.

But without knowing the puzzles or where a person ended up using the goggles for the first time, all I can do is speculate. I do kind of understand what you're saying but I don't think it's as big a deal as you are making it out to be.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=LightningLord2
You do turn them on and off at will - once it's equipped, you make hint ghosts visible who help you with tips if you give them a play coin.
author=LockeZ
But the difference is they're not presented that way to the player. They're found in a treasure chest and equipped like the hookshot or boomerang. They're presented as a tool that's just as valid a way to solve puzzles as any other tool. And so, psychologically, it makes solving the puzzles with the hookshot or boomerang far less satisfying, because instead of feeling like you're good at the game, it feels like you're just not making use of the puzzle-solving tools you're given. It's like not using the shield or not picking up health refills - instead of feeling like you're beating a harder version of the game, it just feels like you're playing badly.

I wouldn't say any puzzle in the game "clearly needs a hookshot" any more than it "clearly needs the hint goggles." Instead of talking about Link Between Worlds, though, let's just talk about hypothetical puzzle games in general. (I'm making one, for example.) Puzzles in good Zelda-type games aren't of the form "insert tab A in slot A," they're actual puzzles. You have to figure out what to do, not just see it. Figuring that out is satisfying. The game telling you that is not satisfying - it should only be used when stuck. The trick is making it still feel good both when using the hints and when not using the hints.

Obviously, yeah, you can figure out that you don't need the goggles. Shit, the game very explicitly tells you that you don't need the goggles when you first get them. But because of the way they're designed, as a part of the game instead of a difficulty setting, your subconscious is still telling you "This is a thing you should be using. It's an upgrade. It's sub-optimal not to use it." I mean you don't need heart containers or a larger quiver either - the game treats those the same way. But the difference is that using those doesn't delete the primary gameplay from the game. The hint goggles do. So you feel shitty both when using the hints and when not using the hints. The worst of both worlds.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=LightningLord2
You do turn them on and off at will - once it's equipped, you make hint ghosts visible who help you with tips if you give them a play coin.


There is a reason I said "instead of equipment." I do understand how basic game functions work.

author=LockeZ
Puzzles in good Zelda-type games aren't of the form "insert tab A in slot A," they're actual puzzles.


Tab A goes in slot B, ya dingus! :V
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
No what

That doesn't make sense, who labels tabs and slots that way

You give them matching letters so you know which one goes where, that's the whole point of the analogy
author=LockeZ
I mean you don't need heart containers or a larger quiver either - the game treats those the same way. But the difference is that using those doesn't delete the primary gameplay from the game. The hint goggles do. So you feel shitty both when using the hints and when not using the hints. The worst of both worlds.

You don't need them but the benefit is clear and not a hindrance of your enjoyment of the game, like getting clues would be. So no, it's not the same. Just because it's an obtainable item doesn't mean all other aspects of the item match other things that are obtainable.

Perhaps you shouldn't let your subconscious mind take priority. My subconscious wouldn't be saying that at all. It's more about your personal mindset of how games should be. Getting an item and purposely not using doesn't make me feel shitty.

I can't say I want to debate this if the game clearly states that the goggles are optional. Which based on your OP I figured that it didn't.

It sounds more like you simply disagree with how the clue system was implemented and you prefer a different method. You are making a mountain out of molehill only you can see.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Obviously not every player is the same. Telling your players "you're just playing the game wrong, try altering the way your subconscious mind works" is beyond idiotic. You're the game designer; controlling their subconscious is your job.

Calling something "optional" doesn't make you as the designer devoid of responsibility for how players experience it. There are hundreds of different ways to present "optional" parts of the game and every little thing you do - every sound effect you choose, every choice of where on the menu to place each thing, every choice of wording - affects how players perceive it. That's what I'm trying to talk about here. Not the big picture, but the micro level.

If you think the method Link Between Worlds uses for its hints is better than the alternatives, can you express why? The various aspects of its hint interface evoke specific responses in the player; which of those responses do you approve of, and how do you think it's accomplishing them, and why do you think those responses are appropriate in a Zelda-type game?
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
I think the question here is, WHY does it have to be goggles? Why not make it an option, rather than clunkily force an out-of-game mechanic into the in-game setting?
author=LockeZ
Obviously not every player is the same. Telling your players "you're just playing the game wrong, try altering the way your subconscious mind works" is beyond idiotic. You're the game designer; controlling their subconscious is your job.
Trying to imagine how the subconscious mind works of every single possible variety of player and coming up with a way to appease them all is even more idiotic. There is no right answer to that question. Regardless of how you go about introducing a feature, there will be a group of people who see it in a negative way somehow. Or have a different preferred method.

You're a game designer, not a mentalist. You have to make a choice, and this is the one they chose. As a player, you should just accept those choices instead of finding ways to make up complaints about something that is already set in stone.

You want them to design the game a different way to ease your perception of the game. A perception many other people don't have. Maybe some people like it the way it is, and would start complaining if it was done a different way.

Moving forward, if you don't like that kind of method and want to do it differently. That's your choice as a designer. But the method itself is valid.

Calling something "optional" doesn't make you as the designer devoid of responsibility for how players experience it.
The way the goggles are described to me makes perfect sense. I would think that most players wouldn't have trouble getting a positive experience out of it.

There are hundreds of different ways to present "optional" parts of the game and every little thing you do - every sound effect you choose, every choice of where on the menu to place each thing, every choice of wording - affects how players perceive it. That's what I'm trying to talk about here. Not the big picture, but the micro level.
Well the title of the topic is Hint-giving items, and your OP was all about difficulty settings, hints, and how they are presented. That seems pretty specific to me. Like you want to talk specifically about hints, which is quite different from all other aspects of game design. I wouldn't have guessed that you meant to discuss such a thing. Hint's are more about helping the player when they don't get the intended meaning of all those other choices, sound dialogue menu...

But even when you talk about the way the hint ghosts are presented, you are speaking about how you interpret them so it's more of an opinion. As opposed to a legitimate complaint like, a boss that puts everyone to sleep on the first turn and has a random chance of casting a massive multi-hit move that can kill everyone on the second turn(where you have no way of preventing it from happening).

It's like trying to convince Liberty that it's ok to have content in a game where you have to make a choice and you can only get one of the two things in a single play through. Some people will like that feature and others won't. There is simply no way to alter the presentation of that feature to appease both sides without changing the core of that choice to something completely different.

The choice to make goggles that allow you to see ghosts is very simple, logical, and straightforward to me. The whole idea is built around it being optional. You won't see the ghosts if you don't want hints. So you can either play the game where you miss out on some content, the dialogue of talking to the ghosts, or you just play the game the same way you would if the ghosts weren't there at all. It sounds like your brain is interpreting that as, well the ghosts are there so they must be treated like any other hidden item in the game. They must be sought after and talked to. You are forcing yourself to get hints, I guess, because you can't think of their existence in any other way. There is no game designer in the world that prevent that from happening. David Blaine or Kris Angel couldn't pull that shit off.

If you think the method Link Between Worlds uses for its hints is better than the alternatives, can you express why? The various aspects of its hint interface evoke specific responses in the player; which of those responses do you approve of, and how do you think it's accomplishing them, and why do you think those responses are appropriate in a Zelda-type game?
I don't know enough about the details to really talk about alternatives. Even knowing what I know, unless I play the game and actually use them I won't understand. I don't feel much like looking up videos on it either.

The way I see it, which speaks to Sooz's comment about why they have to be Goggles, is that this is a Zelda game. Just about every thing you can do in the levels comes from choosing an item and using it on the game map. That is the main point of Zelda games. So it makes complete sense to introduce a new gameplay element in the form of a typical Zelda item.

You need to be in a specific area to get a specific hint anyways. So let's say you are in a dungeon and you can't move forward, but you have no idea which room has the missing thing. If you equip the goggles, you can move around the dungeon to try and find a ghost that is near something you haven't activated(again, not sure exactly how it works so I'm guessing). If you had to go into a menu to get a hint, what method would be used to determine which area requires the hint? Would you get a little map and you tap on which room is giving you trouble? What if the actual answer is something in a different room? Do you want the game to just scroll through a database of 'checkpoints' to see what you've done and what should be done next? What if there are multiple paths to take? Doing it through the menu, from a design perspective, seems much more difficult. Whereas if all you have to do is equip goggles and walk around the map until you find a hidden ghost that is standing near the actual place where your solution is, seems much more easier to program and easier to use as a player. But again, I have no idea if that's how the ghosts even work.

author=Sooz
I think the question here is, WHY does it have to be goggles? Why not make it an option, rather than clunkily force an out-of-game mechanic into the in-game setting?
Regardless of how it's introduced, (I think) specific in game hints are an out of game mechanic to Zelda games. Making it an equipable item at least puts it in line with everything else you do in a Zelda game.

Damn you Locke, getting me to talk about this when I didn't want to. Contradicting myself and talking about something anyways when I don't know enough details about it. I've said more than enough and I have other things I'd rather be doing. I'll read the replies but I think I'm all talked out.
CashmereCat
Self-proclaimed Puzzle Snob
11638
I would prefer an item that solves the puzzle for me, so I don't have to play the game.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=CashmereCat
I would prefer an item that solves the puzzle for me, so I don't have to play the game.


Why are you playing the game in the first place? Do we need to call the police and report a madman with a gun forcing you to play videro games?

author=Link_2112
Regardless of how it's introduced, (I think) specific in game hints are an out of game mechanic to Zelda games. Making it an equipable item at least puts it in line with everything else you do in a Zelda game.


Well, duh, but WHY WOULD YOU WANT TO? What possible purpose does it serve to cram an out of game mechanic into the game world? It's not like the Zelda series is known for being meta or anything. Coming up with some weird in-game workaround rather than just making a setting option is making an overcomplicated solution to a minor problem. (One that's more traditionally solved with a trip to gamefaqs these days.)
In comparison, the super guide feature is not as intrusive as the hint goggles. It's just as capable of playing the game for you (although forgoing the star coins you might want to collect), you have to fail multiple times to unlock it, so you're at least encouraged to try the level yourself. It's really more of a last resort than a default way of playing.
Hmm. To verify Link_2112's point about different players having different psychological reactions, when I played A Link Between Worlds and found the hint goggles, I tried them out briefly, decided they weren't really necessary for a player of my experience (especially since I wanted to save play coins for Street Pass games), and I more or less forgot about their existence. Even when I ran up against puzzles that were confusing toward the point of frustration, it didn't occur to me to pull out the hint goggles. So they really did nothing to reduce the enjoyability of the game for me, although they did nothing to increase it either.

That's not to say LockeZ's experience and preferences aren't valid also, but they're one person's preferences amongst many. It's pretty hard to say whether the way things were done is better than some other way without implementing it both ways and testing them out on statistically significant samples of players, and those who are dissatisfied with the way things are done tend to be pretty vocal.
Make a "Give hint" button, maybe as a gameplay feature... Like "you gain an extra hint if you do x". If the player need the hint they will use it, if they want more challenge, they won't.
author=Frozen_Phoenix
Make a "Give hint" button, maybe as a gameplay feature... Like "you gain an extra hint if you do x". If the player need the hint they will use it, if they want more challenge, they won't.

I feel like the problem with this line of thinking is that you will get players who will never use hints, and accrue a surplus of this useless (to them) item instead of getting an extra Elixir or whatever. The game makker will see this and think "oh, well, they aren't using my hint items! I'll make the puzzles so hard they'll need the hints!" and the problem will become cyclical. I've seen lots of games (flash games, mostly, but still) that work like this: hints eventually become an established part of the puzzle solving mechanic, and everything is balanced for them to be used.


I think my favourite way to help a player solve a puzzle is to give them some piece of advice outside the puzzle itself. Maybe it's an NPC who gives a piece of in mechanical information "I work as a barrel pusher, but I'm only strong enough to push the blue barrels" or an ancient tome that reveals that blue switches can be made red by shooting them. These ideas should only be used when the player can't be shown the mechanics because of some extenuating circumstances, in which case its OK to tell them about them.

I'd never, ever give a hint like "move piece 5 three tiles to the left!", as it completely defeats the purpose of a puzzle. It removes an element of gameplay altogether. Puzzles rely entirely on you figuring them out, the same way quicktime events rely on you being quick with your time. Unlike quicktime events, however, a puzzle should be made so that everyone can, with enough time and gumption, be able to figure it out. And if they can't, they can take to the forums and ask someone else if they've figured it out. At least then they are outsourcing to the community rather than a hastily lashed up hint mechanism.

p.s. I am finish up the final Lorule dungeon in Link Between Worlds and I didn't even know there were hint goggles in that game. wat
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Kaempfer
I feel like the problem with this line of thinking is that you will get players who will never use hints, and accrue a surplus of this useless (to them) item instead of getting an extra Elixir or whatever. The game makker will see this and think "oh, well, they aren't using my hint items! I'll make the puzzles so hard they'll need the hints!" and the problem will become cyclical. I've seen lots of games (flash games, mostly, but still) that work like this: hints eventually become an established part of the puzzle solving mechanic, and everything is balanced for them to be used.


Hints really should only be there as an aid for someone who can't get by without. If they're actually required to solve a puzzle, they're no longer hints, they're just elements of the puzzle. It'd be like showing someone who's never seen a 15 puzzle before the scrambled picture, then waiting until they're thoroughly confused about what it is to let them know that you're supposed to slide the tiles.

I think my favourite way to help a player solve a puzzle is to give them some piece of advice outside the puzzle itself. Maybe it's an NPC who gives a piece of in mechanical information "I work as a barrel pusher, but I'm only strong enough to push the blue barrels" or an ancient tome that reveals that blue switches can be made red by shooting them. These ideas should only be used when the player can't be shown the mechanics because of some extenuating circumstances, in which case its OK to tell them about them.


That's more about how you're presenting the puzzle than about giving hints, tho.

I'd never, ever give a hint like "move piece 5 three tiles to the left!", as it completely defeats the purpose of a puzzle. It removes an element of gameplay altogether. Puzzles rely entirely on you figuring them out, the same way quicktime events rely on you being quick with your time. Unlike quicktime events, however, a puzzle should be made so that everyone can, with enough time and gumption, be able to figure it out. And if they can't, they can take to the forums and ask someone else if they've figured it out. At least then they are outsourcing to the community rather than a hastily lashed up hint mechanism.


I'm confused as to what you mean in your example. Is "move piece 5 three tiles to the left" the entire solution, or the first of several steps to the solution? If it's giving the start of the solution, but not the entire solution, then that'd be acceptable in my eyes. There's been several puzzles where I just needed the very start to get me on the right path.
LockeZ has abandoned this thread. I am disappointed. That'll teach me to reply to serious topics.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I liked your big reply! I wrote a couple pages of bullshit already and was content to watch the discussion.

I will respond to this:

author=Link_2112
Just about every thing you can do in the levels comes from choosing an item and using it on the game map. That is the main point of Zelda games. So it makes complete sense to introduce a new gameplay element in the form of a typical Zelda item.
I don't want the hints to feel like something I can do. That's my whole problem, really. I want them to feel like something someone else could do. A gameplay element in someone else's game, that they need because they suck. But in my game, I want to have to win without them. I don't want to feel like I'm just ignoring that option, and therefore I'm a worse player for not using my powers correctly -- I want to feel like the game isn't giving it to me, and therefore I'm a better player for still being able to wi,.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
I guess what you really need is to not play games with hints for the plebians. :V
author=Sooz
Hints really should only be there as an aid for someone who can't get by without.


This is like skipping a difficult boss with a savestate, though, or giving the player a super weapon to help defeat him. Hints run contrary to the entire nature of puzzles. If hints are desperately needed for most players to pass a puzzle (especially in a game where other puzzles aren't as hard or they aren't a main selling feature of the game) then perhaps the creator should go back and tweak the difficulty of the puzzle.

That's more about how you're presenting the puzzle than about giving hints, tho.


Which is exactly what I said. You want to show the player how to solve it by giving them visual cues so you don't have to tell them how to solve it with hints. However, as it's up to often one-person devteams, making all the graphics for the visual cues can sometimes be too much work, necessitating "tells".

I'm confused as to what you mean in your example. Is "move piece 5 three tiles to the left" the entire solution, or the first of several steps to the solution? If it's giving the start of the solution, but not the entire solution, then that'd be acceptable in my eyes. There's been several puzzles where I just needed the very start to get me on the right path.


No, in my example the "piece 5" hint was a specific move (in this case, given to you via hint) that would effectively solve the puzzle for you (either because it was the hardest step to figure out or because all the others fall in to place after it). It was grossly oversimplified, but the idea is that I don't like giving player specific details about the steps in a puzzle.

As for the first move, that's part of the "show" I mentioned earlier, and the onus falls upon the game creator to make puzzles without requiring hints. The first move in any new type of puzzle should almost always be easy and obvious, so that the difficulty comes in trying to grasp the pattern, not what the heck the jumble of graphics in front of you is supposed to represent.
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