LET'S DISCUSS PUZZLE DESIGN!
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Puzzles in dungeons are good -- I like my RPGs to have non-battle challenges. Most RPGs don't get by purely the design of their battle systems, so let's not pretend that's the case ( The ones that do, like the various SRPGs, and Pokemon are perfectly fine without puzzles). To me, there's nothing less satisfying than being plopped into a pointless maze, which do NOT feel like exploration or whatever rubbish people like to pass them off as. It's just lazy (Exception: Etrian Odyssey)
But how do you go about designing puzzles, anyway? Real-life can be a great source -- Shigeru Miyamoto losing himself in a house with hundreds of sliding doors, was his inspiration for the original Legend of Zelda dungeons. Another route is directly adapting popular puzzles, brainteasers, etc. to your dungeons, but that's not even trying, is it? (You don't HAVE to have teleporter puzzles -- your game is free to have its own identity, you know!)
It's not an RPG, but Link's Awakening had an interesting part where an NPC told you to find the key in his backyard -- which at first glance looks like a batch of weeds you have to simply cut through, but upon falling through the holes *beneath* those weeds several times, you realise that you need a strategy to get through. THAT design inspired me. It was surprising, and didn't feel imposing (I think many RPGs tend to relegate puzzles to ghettos known as dungeons, which interrupt the flow of the PLOT stuff) and it was consistent with the game world.
Lufia 2 is my other example of good puzzle design in an RPG. Although many of the Lufia puzzles were abstract, puzzles ranged from minor challenges such as walking across dangerous patches of ground to full blown Zelda-style 'puzzle events'. The quantity and variation of puzzles meant that you were always on your feet and there was none of that typical dungeon slog where the focus is dragging yourself through. However, my problem with that game is that the puzzles COMPLETELY overshadowed the combat/plot (I can see why they're remaking it as an action RPG), so there's a problem in itself.
So, what are your thoughts about puzzles? How do you design them? What makes a good puzzle?
But how do you go about designing puzzles, anyway? Real-life can be a great source -- Shigeru Miyamoto losing himself in a house with hundreds of sliding doors, was his inspiration for the original Legend of Zelda dungeons. Another route is directly adapting popular puzzles, brainteasers, etc. to your dungeons, but that's not even trying, is it? (You don't HAVE to have teleporter puzzles -- your game is free to have its own identity, you know!)
It's not an RPG, but Link's Awakening had an interesting part where an NPC told you to find the key in his backyard -- which at first glance looks like a batch of weeds you have to simply cut through, but upon falling through the holes *beneath* those weeds several times, you realise that you need a strategy to get through. THAT design inspired me. It was surprising, and didn't feel imposing (I think many RPGs tend to relegate puzzles to ghettos known as dungeons, which interrupt the flow of the PLOT stuff) and it was consistent with the game world.
Lufia 2 is my other example of good puzzle design in an RPG. Although many of the Lufia puzzles were abstract, puzzles ranged from minor challenges such as walking across dangerous patches of ground to full blown Zelda-style 'puzzle events'. The quantity and variation of puzzles meant that you were always on your feet and there was none of that typical dungeon slog where the focus is dragging yourself through. However, my problem with that game is that the puzzles COMPLETELY overshadowed the combat/plot (I can see why they're remaking it as an action RPG), so there's a problem in itself.
So, what are your thoughts about puzzles? How do you design them? What makes a good puzzle?
You should check out Kinetic Cipher if you're looking for fun and well-designed puzzles.
http://rpgmaker.net/games/27/
Master of the Wind also tends to have well-designed puzzles but it is a very long game.
http://rpgmaker.net/games/51/
Lufia II is definitely a design gem when it comes to puzzles, but the early Zelda games tended to have great puzzle elements too, especially the pre-3D. (The 3D ones occasionally had great puzzles too but it is a very different kind of experience)
As for what makes great puzzles, I think it is important that the player can recognize what is possible and what is not, and having elements of earlier puzzles all build up to culminate in one big final puzzles that requires you to apply everything you've learned so far can be very rewarding.
http://rpgmaker.net/games/27/
Master of the Wind also tends to have well-designed puzzles but it is a very long game.
http://rpgmaker.net/games/51/
Lufia II is definitely a design gem when it comes to puzzles, but the early Zelda games tended to have great puzzle elements too, especially the pre-3D. (The 3D ones occasionally had great puzzles too but it is a very different kind of experience)
As for what makes great puzzles, I think it is important that the player can recognize what is possible and what is not, and having elements of earlier puzzles all build up to culminate in one big final puzzles that requires you to apply everything you've learned so far can be very rewarding.
I love puzzles in dungeons, which is probably why I enjoy the Wild ARMs series. In Wild ARMs pretty much all the dungeons have puzzles. Most of the dungeons are designed around the character's tools (bombs, wirehook, throwing dagger etc.). One thing I noticed was that they would actually lower the encounter rate in certain puzzle rooms which I think is a plus.
I agree with what Solitayre said about the build up to the final puzzle, I found it very rewarding to work my way further through the final dungeon of Wild ARMs 2. You had to piece together everything you learned from the previous dungeons (like how you can activate switches diagonally, or how you are able to aim the flame rod to light up multiple torches in one go).
Alundra had mind-numbingly difficult puzzles. Jumping in Alundra is terrible :(
Mazes suck...
I agree with what Solitayre said about the build up to the final puzzle, I found it very rewarding to work my way further through the final dungeon of Wild ARMs 2. You had to piece together everything you learned from the previous dungeons (like how you can activate switches diagonally, or how you are able to aim the flame rod to light up multiple torches in one go).
Alundra had mind-numbingly difficult puzzles. Jumping in Alundra is terrible :(
Mazes suck...
post=120589
I second that. Please don't use mazes.
Shit.
My 12 hour game has an 8 hour maze, most of which is spent walking. The first three hours enter the maze via a long introduction, and the last hour is a single conclusion song, a double playing of echoes by Pink Floyd, which is also the same song that is played as you walk around the maze.
post=120580There's a jump near the end of the mine, the third dungeon or something, that I couldn't make so many times I assumed it wasn't supported in the game's mechanics and just could NOT find the way forward and ended up putting the game down for years. Maybe the jumping does need work in that game. : (
Alundra had mind-numbingly difficult puzzles. Jumping in Alundra is terrible :(
The only exception is probably that maze game by GOG, but it was rendered in 3D and you found sweet guns if you walked around enough. Mazes are okay if there are sweet guns.
Oh, and I also made my maze easy to navigate so people don't get mad and give up. It is strangely addicting, after so many yards you unlock a porn picture.
Well my puzzles fit the theme. That may seem like obvious advice but it's good to extend that further. For instance, in the forest in my game all the puzzles are based around living things. There are birds, lizards, ogres, etc. but rather than them being enemies they are parts of puzzles. It really helps generate ideas for the area.
Also I always plan out my puzzles on paper. It helps get it set up and even though I usually make errors, when I'm putting them into the game I can see these errors and fix them to get something even better than originally planned.
So yeah. My inspiration is the area and my process is paper sketches.
Also I always plan out my puzzles on paper. It helps get it set up and even though I usually make errors, when I'm putting them into the game I can see these errors and fix them to get something even better than originally planned.
So yeah. My inspiration is the area and my process is paper sketches.
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