Update README with Meta-Puzzle Construction; add MI game examples to Sensory Exploitation

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2026-03-17 20:03:45 -07:00
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@@ -18,6 +18,7 @@ A taxonomy of puzzle design patterns derived from analysis of King's Quest VI: H
| 10 | [Pattern Learning / Knowledge Transfer](./puzzles/pattern-learning.md) | Learn rule set in low-stakes domain; apply exhaustively under consequences | MI |
| 11 | [Environmental Memo Chain](./puzzles/memo-chain.md) | Scattered written fragments across locations; synthesize narrative to reveal solution | MI |
| 12 | [NPC Distraction Physics](./puzzles/distraction-physics.md) | Manipulate environment to break NPC blocking pattern without confrontation | MI |
| 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:
- USE applies item to character—failure provides feedback but not solution
- The solution requires cross-referencing character dialogue with item properties
## Game Examples
### Monkey Island II: Parrot's Visual Fixation
**Vulnerability**: Visual/rhythmic obsessions (parrots attracted to repetitive movement)
**Exploitation Chain**:
1. Player observes Jojo the parrot fixated on metronome at Bloody Lip bar
2. Hypothesis: Parrots can't resist rhythmic visual stimuli
3. Find Banana → use on Metronome → parrot becomes entranced watching banana swing
4. While distracted, player captures Jojo from cage
**Key Distinction**: This is sensory exploitation because the player identifies and manipulates a specific perceptual vulnerability (rhythmic visual fixation) rather than applying generic distraction.
### Monkey Island I: Piranha Poodle Food Attraction
**Vulnerability**: Olfactory/gustatory—poodles cannot resist certain food scents
**Exploitation Chain**:
1. Cook's dialogue reveals: "Piranha poodles love meat!"
2. Player has raw Hunk of Meat (from earlier fetch)
3. Discover Yellow Petal = edible condiment when combined with meat
4. Use Meat + Petal → Meat with Condiment
5. Give to Poodles → they're knocked out by overeating
**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
- **Distraction Physics**: Both create temporary access, but DNP uses environmental manipulation while SE directly targets character perception
- **Information Brokerage**: Both involve NPC needs/wants, but IB is about trade/exchange while SE is about vulnerability exploitation
The puzzle tests: "Can I translate what this character perceives into what I can provide?"