Update README with Meta-Puzzle Construction; add MI game examples to Sensory Exploitation
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@@ -18,6 +18,7 @@ A taxonomy of puzzle design patterns derived from analysis of King's Quest VI: H
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| 10 | [Pattern Learning / Knowledge Transfer](./puzzles/pattern-learning.md) | Learn rule set in low-stakes domain; apply exhaustively under consequences | MI |
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| 11 | [Environmental Memo Chain](./puzzles/memo-chain.md) | Scattered written fragments across locations; synthesize narrative to reveal solution | MI |
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| 12 | [NPC Distraction Physics](./puzzles/distraction-physics.md) | Manipulate environment to break NPC blocking pattern without confrontation | MI |
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| 13 | [Meta-Puzzle Construction](./puzzles/meta-puzzle-construction.md) | Sequential interdependence; each step's output becomes next step's input | MI |
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@@ -62,4 +62,38 @@ The limited action set creates specific interaction patterns:
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- USE applies item to character—failure provides feedback but not solution
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- The solution requires cross-referencing character dialogue with item properties
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## Game Examples
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### Monkey Island II: Parrot's Visual Fixation
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**Vulnerability**: Visual/rhythmic obsessions (parrots attracted to repetitive movement)
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**Exploitation Chain**:
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1. Player observes Jojo the parrot fixated on metronome at Bloody Lip bar
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2. Hypothesis: Parrots can't resist rhythmic visual stimuli
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3. Find Banana → use on Metronome → parrot becomes entranced watching banana swing
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4. While distracted, player captures Jojo from cage
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**Key Distinction**: This is sensory exploitation because the player identifies and manipulates a specific perceptual vulnerability (rhythmic visual fixation) rather than applying generic distraction.
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### Monkey Island I: Piranha Poodle Food Attraction
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**Vulnerability**: Olfactory/gustatory—poodles cannot resist certain food scents
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**Exploitation Chain**:
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1. Cook's dialogue reveals: "Piranha poodles love meat!"
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2. Player has raw Hunk of Meat (from earlier fetch)
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3. Discover Yellow Petal = edible condiment when combined with meat
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4. Use Meat + Petal → Meat with Condiment
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5. Give to Poodles → they're knocked out by overeating
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**Why It's Sensory Exploitation**: Player exploits the poodles' sensory weakness (gluttony/food obsession) by providing an irresistible stimulus, not through combat or stealth.
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## Related Types
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- **Distraction Physics**: Both create temporary access, but DNP uses environmental manipulation while SE directly targets character perception
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- **Information Brokerage**: Both involve NPC needs/wants, but IB is about trade/exchange while SE is about vulnerability exploitation
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The puzzle tests: "Can I translate what this character perceives into what I can provide?"
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