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docs/puzzles/observation-replay.md
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# Observation Replay
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**Information Architecture**: Game presents a procedural sequence once, under observation-only conditions (guard present, locked door, NPC interference). Player cannot interact during the demonstration.
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**Player Action Pattern**: Watch and memorize the exact sequence of actions or values. Return when guard/interference is absent. Replay sequence precisely to unlock new access.
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**Core Mechanic**: Single viewing + exact reproduction = reward. Information is presented in correct order once; puzzle difficulty emerges from memory load plus opportunity management.
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**Variations**:
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- Numeric sequences (safe combinations, door codes)
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- Action sequences (push/pull patterns, dance moves)
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- Visual patterns (light arrangements, color orders)
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**Adventure Game Implementation**:
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- NPC performs action while blocking player interaction
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- Cutscene triggers once, cannot be rewound
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- Player must note sequence through observation alone
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- Return later when conditions allow replication
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- Standard actions (USE TALK LOOK) applied in memorized order
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**Example Structure**:
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```
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Player needs: Access to [LOCKED_LOCATION]
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Discovery Phase:
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→ Approach [LOC] and observe [NPC] perform exact sequence:
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"Watch as guard opens safe: PULL-15, PUSH-3, PULL-27"
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→ Blocked from interacting ("Can't touch while watched!")
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Return Phase:
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→ Create opportunity (distract NPC, wait for departure)
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→ Apply memorized sequence to [OBJECT] with same standard actions:
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USE safe → PULL handle 15 times...
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→ Reward unlocked
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```
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**King's Quest VI Parallel**: None identified in walkthrough.
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**Monkey Island Examples**:
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- **Safe Combination**: Storekeeper opens safe while player watches (notes combination). Later, when storekeeper leaves shop unsupervised after going to find Sword Master, player returns and enters exact PULL/PUSH sequence he observed.
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---
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## Related Types
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- **Multi-Faceted Plan**: Requires synthesis of multiple requirements discovered at different times
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- **Timed Consequence**: Both involve missing opportunities, but OR is about *memory* + *timing* while TC is about narrative urgency
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- **Information Brokerage**: Both involve NPCs as information sources, but OR focuses on *action sequences* not exchange networks
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