diff --git a/README.md b/README.md index 6591194..f731b29 100644 --- a/README.md +++ b/README.md @@ -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 | --- diff --git a/puzzles/sensory-exploitation.md b/puzzles/sensory-exploitation.md index 1807e75..39a4e56 100644 --- a/puzzles/sensory-exploitation.md +++ b/puzzles/sensory-exploitation.md @@ -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. + +--- + +## 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?"