The player should have to do some thinking to get to your puzzles’ solutions, but the puzzles should always stay logical and reasonable. Puzzles should neither be too easy nor too hard. How do you even start? And how can you ever know that your puzzle chains are good before you build a prototype and let people play a very rough and at no point ready to be played game? What is a good balance for scenes, characters and the number of puzzles the player has to solve? Writing puzzles for an adventure game is demanding and requires a really good sense for the intended game experience you want the player to have. And believe me, good puzzles are not easy to design. One very central element of such games are puzzles, because adventure games are basically story-driven puzzle games. I think (classic) adventure games are really challenging to design because they consist of so many elements you have to pay attention to.
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