What if Marloth featured a static map with some random variables each playthrough, and multiple paths to take, and the player can’t explore all of them in a single playthrough?
Similar to the the first Marloth book and MyHouse.WAD, I’m wondering if I can make a game that works on an easy, obvious layer and has many more advanced layers beneath it.
This approach may solve some common problems games face, where games often either:
I think I’ve run into this issue before, but any time I sit down to start fleshing out this kind of user story, I struggle with what to do next.
And I just now realized why—the order is arbitrary. I’m trying to find some structural logic and there is none.
I never realized how that is yet another problem with classic adventure game structure—the puzzle order really is arbitrary. Some adventure games try to overlay the puzzles with an over-arching plan, but I can’t think of a case where it ever felt inherent to the puzzles.
That is fine if the game is a linear ride, but causes problems when the game involves a sequence of steps the player is supposed to figure out.
That is one of my biggest frustrations with adventure games. They will make it clear I need to solve one puzzle, but it is unclear how many other puzzles I need to solve before I solve it, and often the only methodical means of learning is near endless trial-and-error.
While a few people have argued that the trial-and-error can be scientifically systematized, those are weak arguments. That method is brawn-over-brain, and the most strenuous scientific experimentation requires and rewards far more mental discipline than arbitrary adventure puzzles provide.
<aside> 💡
That is the issue I’m facing with the first Gabriel Knight game. I’m having a hard time getting into it because every step of the way it is unclear what I am supposed to be doing, yet the game makes it clear that I am supposed to be doing something. I hate that.
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Occasionally I’ve considered the possibility of a creating a system that comprehensively considers all of the factors and choices of the player and dynamically creates a graph, similar to generating a maze.