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Let's discuss puzzle design!

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?

Game Chill 2009

YAY it's GMT!

Game Chill 2009

geopersonofsignificantsocialstanding!

yay yay mikky clay Super Polka Weasel day!

Game Chill 2009

Oh but Wolfcoder if the theme was 'RPGMaker' people would be free to make a platformer about a boy trying to rescue his girlfriend from the last tab of the database...each tab would represent a different world!

Game Chill 2009

oh no tardis, please laugh! I'm new here and I just want to make friends, and I want our relationship to develop to the point where we can talk to each other on MSN, view each other on cams, and eventually meet up in real life (Even if I have to fly across the world -- I'm very well off u know)

Game Chill 2009

I'm an individual too, actually.

Omg what if the theme is RPG MAKER. That would be BRILLIANT.

And do you know what would also be funny?

If on the FINAL DAY of the contest, Enterbrain announced RPG Maker 6. Wow, I just spat out my coffee! Hahahahahahahaha!

Game Chill 2009

The number of teams is indeed huge.

It's like a microcosm of the RPG Making Internet. n_n

Game Chill 2009

Ya I hope it isn't something like: Princesses! or Goblins!

SUPER POLKA WEASEL!

yay yay meena may super polka weasel day

n____________________n

Game Chill 2009

WIP can you throw a curve ball with the theme so that some of these CHEATERS won't be able to submit their already-half-completed game?

"Selling Feature" of your game

MOST RM games haven't got a selling point, because even though you say 'I have story! I have graphics! I have CMS DBS ZTS PMS ADD! When you put it up there, ultimately it looks and feels the same as the next game with a supposedly different selling feature.

The selling feature, however, that most of the non-RM internet will buy into is if your game is different. I've read many threads on the non-RM internet yearning for the more offbeat games like Yume Nikki. Of course, some of the more 'epic' games like Exit Fate or whatever break through, but they're the exception to the rule.