Complete: Deleted obsolete meta-puzzle-construction.md stub after rename to sequential-construction

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# Hierarchical Puzzle Type Organization Proposal
## Proposed New Hierarchy
```
├── INFORMATION DISCOVERY [Parent Category]
│ ├── Multi-Faceted Plan (RENAMED: becomes "Parallel & Sequential Discovery")
│ │ ├── Parallel MFP (non-linear, independent requirements)
│ │ └── Sequential Construction (formerly Meta-Puzzle + Repair Chain subtypes)
│ │ ├── Linear Production Chains
│ │ └── Repair/Restoration Sequences
│ ├── Information Brokerage (trading network navigation)
│ ├── Environmental Storytelling Discovery (environment as information source)
│ ├── Memo Chain (distributed text fragments synthesis)
│ └── Truth Revelation (revealing hidden reality through item/action)
├── COGNITIVE TRANSFER [Parent Category]
│ ├── Pattern Learning / Knowledge Transfer (learn system → apply elsewhere)
│ │ ├── Combat/Dialogue Systems (MI swordfighting)
│ │ └── Extended Symbol Translation (The Dig rods, symbol matching)
│ ├── Metaphor-to-Literal Bridge (TOP LEVEL - see breakdown below)
│ │ ├── Visual Metaphor Transformation (painted tree = cherry tree)
│ │ ├── Wordplay Literalization (double-meaning as action)
│ │ └── Symbolic Identity Substitution (item represents concept → becomes that thing)
│ ├── Sensory Exploitation (exploitation of defined perceptual weakness)
│ └── Observation Replay (watch once → reproduce exactly)
├── SPATIAL & TEMPORAL COORDINATION [Parent Category]
│ ├── Cross-Temporal Causality (time-period causal chains)
│ │ ├── Past→Future Environmental Destruction
│ │ ├── Historical Document Alteration
│ │ └── Cross-Realm Logistics (dimensional variant as subtype, not sibling)
│ ├── Multi-Character Coordination (simultaneous action requirements)
│ │ ├── Position Lock + Action
│ │ └── Sequential Handoff with State Maintenance
│ └── Timed Consequence (urgency through narrative, not UI)
├── NPC INTERACTION [Parent Category]
│ ├── Comedy-Based Persuasion (humor/absurdity as solution mechanic)
│ │ ├── Escalating Absurdity Dialogue
│ │ └── Tone-Matching Character Negotiation
│ ├── Distraction + Environmental Manipulation (MERGED)
│ │ ├── NPC Distraction via Trigger Actions
│ │ └── Physical Obstruction/Environment Engineering
│ │ └── Predator Chase / Escape (as DISTRACTION variant, not separate type!)
│ └── Class-Specific Challenge (class-dependent solution paths)
│ ├── Ritual Trials
│ ├── Dueling Mechanics
│ └── Multi-Faction Diplomacy (as diplomatic subclass of ritual/trial structure)
├── SYSTEMS & LOGIC [Parent Category]
│ ├── Robot Programming / Logic Sequencing
│ └── Escalating Combat Progression (combat as puzzle chain, not action)
└── NON-STANDARD LOGIC DOMAINS [Parent Category - for edge cases]
├── Surreal Logic Bridge (cartoon/comedy physics)
├── Corporate Infiltration (MERGED: becomes Distraction + NPC Interaction combination, NOT separate type!)
└── Rationale: SQ3 ScummSoft = disguise acquisition + stealth timing + credential theft
This is DISTRACTION PHYSICS (avoiding guards) + COMEDY PERSUASION (role-playing as janitor)
└── Multi-Faction Diplomacy (moved to NPC Interaction - it's diplomatic negotiation, not "non-standard")
```
## Changes Required
### 1. **Corporate Infiltration → MERGE into Distributed Types**
- Corporate intrusion is NOT a distinct mechanic—it's an application context combining:
- Distraction Physics (avoiding guards through environment)
- Comedy-Based Persuasion ("maintain janitor role")
- Sequential Construction (credential gathering chain)
- **Action**: Delete `corporate-infiltration.md`, move examples to appropriate parent types:
- SQ3 ScummSoft Janitor Disguise → NPC Distraction Physics (under stealth variant)
- Credential theft chain → Sequential Construction (parallel subtype)
### 2. **Predator Chase Escape → MERGE into Distraction + Timed Consequence Combination**
- Predator chase is the URGENCY FRAME, not the solution mechanic
- Players solve through: Distraction Physics (rerouting predator) OR Combat OR Environmental manipulation
- **Action**: Delete `predator-chase-escape.md`:
- G1 Cop Chase example → NPC Distraction Physics + Timed Consequence
- QFG3 Leopardman Fight → Escalating Combat Progression (if appropriate) or delete if pure action
### 3. **Meta-Puzzle Construction & Repair Chain → Sequential Subtype of Multi-Faceted Plan**
- Both are linear requirement chains where step N feeds step N+1
- Current distinction artificial: Repair is just Meta with "broken object" theme
- **Action**: Rename and restructure:
- `meta-puzzle-construction.md``sequential-construction.md` (becomes parent)
- Add subsections for Linear Production (MI2 water filtration)
- Add subsections for Repair/Restoration Chains (SQ3 escape pod repair)
- Merge `repair-chain-construction.md` content INTO sequential-construction
- Delete separate repair file
### 4. **Multi-Faceted Plan → Split into Two Variations Clearly**
- Current MFP conflates parallel gathering AND sequential construction (which is Meta-Puzzle!)
- **Action**: Restructure `multi-faceted-plan.md` to clearly define:
- **Parallel MFP** (traditional, non-linear requirement gathering)
- MI1 Voodoo Doll (4 components independently gathered)
- SMHTR Bigfoot Totem (4 offerings from separate locations)
- Add clear distinction section explaining why Sequential Construction is now SEPARATE type
- Update "Related Types" to reference Sequential Construction as sibling, not variation
### 5. **Metaphor-to-Literal → Promote to Top-Level with Subtype Breakdown**
- Currently buried in Translation & Decoding with Symbol Code (too narrow placement)
- This is COGNITIVE TRANSFER of abstract→concrete reasoning, fundamental to adventure games
- Examines suggest at least 2-3 distinct subtypes worth documenting separately:
- Visual Metaphor Transformation (MI2 painted tree = cherry tree metaphor made literal)
- Wordplay as Action (SMHTR "Bumpus vegetable" as identity proxy)
- Symbolic Substitution (general framework for abstract→concrete bridges)
- **Action**: Restructure `metaphor-literal.md`:
- Promote to top-level category under COGNITIVE TRANSFER
- Document each subtype explicitly with examples
- Keep Symbol Code Translation as separate but RELATED type (visual matching, not metaphorical reasoning)
### 6. **Cross-Realm Logistics → Subtype of Cross-Temporal Causality**
- "Realms" can include time periods, dimensions, or states—same underlying mechanic: causal action across separated contexts
- TLJ Stark↔Arcadia shifts = dimensional variant of DOTT past↔present mechanics
- OR: Keep as sibling but clarify relationship (both are "cross-boundary logistics")
- **Action** (Option A): Make Cross-Realm Logistics a SECTION within `cross-temporal-causality.md` labeled "Dimensional Variants"
- **Action** (Option B, if too distinct): Move to separate category but clarify in Related Types section that CTC and CRL share same underlying logic
### 7. **Pattern Learning / Extended Structure**
- Symbol Code Translation currently duplicates Pattern Learning's core premise (learn rules → apply elsewhere)
- Key distinction: SymbCode adds VISUAL SYMBOL RECOGNITION layer
- **Action**: Consider merging `symbol-code-translation.md` INTO `pattern-learning.md` as "Extended Visual Translation" subsection
- OR keep separate but document clear dependency: "extends Pattern Learning by adding visual mapping layer"
### 8. **Comedy-Based Persuasion + Surreal Logic Bridge relationship**
- Both involve non-standard causality (humor/comedy logic)
- Comedy Persuasion = dialogue tree choices based on tonal matching
- Surreal Bridge = inventory actions that violate physics but follow cartoon logic
- **Action**: Keep separate but document relationship in "Related Types" sections—both are NON-STANDARD DOMAINS
## Summary of Structural Changes
| Current File | New Status | Notes |
|-------------|-----------|-------|
| `meta-puzzle-construction.md` | Rename to `sequential-construction.md`, expand | Absorbs repair-chain content |
| `repair-chain-construction.md` | DELETE (merge into sequential) | Redundant with meta-construction |
| `multi-faceted-plan.md` | Restructure | Split into Parallel vs Sequential clearly |
| `corporate-infiltration.md` | DELETE (distribute examples) | Not distinct mechanic |
| `predator-chase-escape.md` | DELETE (distribute examples) | Frame, not mechanic |
| `metaphor-literal.md` | Promote to top-level, expand subtypes | Fundamental cognitive transfer type |
| `cross-realm-logistics.md` | Move to CTC section OR clarify relation | Same mechanics across different boundary types |
| All other files | Keep current, update summaries | Link changes in Related Types sections |
## SUMMARY.md Updates Required
Current flat structure needs reorganization into:
```markdown
# Puzzle Taxonomy
## Information Discovery Puzzles
- [Parallel Multi-Faceted Plans](puzzles/multi-faceted-plan.md) ← renamed section
- [Sequential Construction](puzzles/sequential-construction.md) ← new parent
- [Information Brokerage Chains](puzzles/information-brokerage.md)
- [Environmental Storytelling Discovery](puzzles/environmental-storytelling.md)
- [Memo Chain Fragments](puzzles/memo-chain.md)
- [Truth Revelation Mechanic](puzzles/truth-revelation.md)
## Cognitive Transfer Puzzles
- [Pattern Learning / Knowledge Transfer](puzzles/pattern-learning.md)
- [Symbol Code Translation](puzzles/symbol-code-translation.md) ← extended pattern learning
- [Metaphor-to-Literal Bridges](puzzles/metaphor-literal.md)
- [Sensory Exploitation](puzzles/sensory-exploitation.md)
- [Observation Replay](puzzles/observation-replay.md)
## Spatial & Temporal Coordination
- [Cross-Temporal Causality](puzzles/cross-temporal-causality.md) ← includes cross-realm section
- [Multi-Character Coordination](puzzles/multi-character-coordination.md)
- [Timed Consequence](puzzles/timed-consequence.md)
## NPC Interaction & Social Puzzles
- [Comedy-Based Persuasion](puzzles/comedy-based-persuasion.md)
- [Distraction & Environmental Manipulation](puzzles/distraction-physics.md) ← expanded name
- [Class-Specific Challenges](puzzles/class-specific-ritual.md)
- [Multi-Faction Diplomacy](puzzles/multi-faction-diplomacy.md)
## Systems & Logic Puzzles
- [Robot Programming / Color-Encoded Sequences](puzzles/robot-programming.md)
- [Escalating Combat Progression](puzzles/escalating-combat-progression.md)
## Non-Standard Logic Domains
- [Surreal Logic Bridges](puzzles/surreal-logic-bridge.md)
```
## Cross-Reference Update Checklist
1. **Remove "Related Types" references to deleted files**:
- Any mentions of `corporate-infiltration` → redirect to Distraction + Sequential combo
- Any mentions of `predator-chase-escape` → redirect to Timed Consequence or Combat
2. **Update Multi-Faceted Plan internal references**:
- Remove claim that Sequential Construction is "variation" (now separate type)
- Clarify distinction in Related Types table
3. **Expand Metaphor-to-Literal Related Types section**:
- Add connections to Comedy Persuasion and Surreal Logic Bridge
- Document relationship with Pattern Learning (both are cognitive transfer, different directions)
4. **Cross-Temporal Causality section on Cross-Realm**:
- Either integrate examples OR document that CRL exists for dimensional variants specifically
- Clarify in Related Types section
5. **Update all Inspiration game pages**:
- Link references to `corporate-infiltration` → new appropriate types
- Link references to `meta-puzzle-construction``sequential-construction`
- Verify all puzzle examples link to correct hierarchy position
## Recommended Implementation Order
1. **Create** `sequential-construction.md` (rename meta-puzzle, merge repair-chain content)
2. **Delete** `repair-chain-construction.md` (after verification of merge)
3. **Restructure** `multi-faceted-plan.md` with Parallel vs Sequential distinction
4. **Delete** `corporate-infiltration.md` (distribute SQ3 example to Distraction + Sequential sections)
5. **Delete** `predator-chase-escape.md` (distribute examples to Timed Consequence / Combat)
6. **Restructure** `metaphor-literal.md` with explicit subtype breakdowns
7. **Decide on Cross-Realm Logistics**: Integrate or separate but clarify relationship
8. **Update all Related Types sections** across remaining files
9. **Update SUMMARY.md** with new hierarchical structure
10. **Audit Inspiration pages** to fix any broken links
## Questions Before Proceeding
1. Should Cross-Realm Logistics be FULLY integrated into CTC as a section, or kept separate but clarified?
2. Is Symbol Code Translation worth keeping separate from Pattern Learning, or merge them?
3. Should I propose new parent category files with overview content (like "Information Discovery" explaining the domain)?

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# Task List for Puzzle Type Hierarchy Reorganization
## Phase 1: Core Restructuring (Sequential Construction)
- [ ] **Create sequential-construction.md**
- Rename meta-puzzle-construction.md → sequential-construction.md
- Add "Repair/Restoration Chains" section with SQ3 escape pod example
- Update all example headers to reflect new parent categorization
- [ ] **Delete repair-chain-construction.md**
- Verify content merged into sequential-construction.md first
- Remove from SUMMARY.md
- [ ] **Restructure multi-faceted-plan.md**
- Explicitly define "Parallel MFP" (non-linear gathering) as primary variant
- Remove claim that Sequential Construction is a variation (now sibling type)
- Update Related Types table to reference Sequential Construction separately
- Keep only parallel examples (MI2 Voodoo Doll, SMHTR Bigfoot Totem)
## Phase 2: Merging Redundant Types
- [ ] **Delete corporate-infiltration.md** (distribute content):
- Move SQ3 ScummSoft example TO distraction-physics.md (stealth section)
- Credential gathering chain → sequential-construction.md
- Update Related Types references across other files
- [ ] **Delete predator-chase-escape.md** (distribute content):
- Gabriel Knight cop chase → distraction-physics.md + timed-consequence.md
- Leopardman fight → escalating-combat-progression.md (verify appropriateness)
- Update all cross-references
## Phase 3: Metaphor-to-Literal Promotion
- [ ] **Restructure metaphor-literal.md**:
- Promote to top-level category under "Cognitive Transfer"
- Add explicit subtype sections:
- Visual Metaphor Transformation (MI2 painted tree)
- Wordplay Literalization (SMHTR Bumpus vegetable)
- Symbolic Identity Substitution (general framework)
- Update Related Types to connect with Pattern Learning and Comic Persuasion
- [ ] **Update symbol-code-translation.md** (optional decision needed):
- EITHER merge INTO pattern-learning.md as Visual Translation subsection
- OR keep separate but document clear dependency in both files
## Phase 4: Cross-Temporal + Cross-Realm Decision
- [ ] **Decide on Cross-Realm Logistics relationship**:
- Option A: Integrate fully into cross-temporal-causality.md as "Dimensional Variants" section
- Option B: Keep separate but clarify in Related Types that both share mechanics
- [ ] **Execute chosen option** (based on approval)
## Phase 5: Distraction Physics Expansion
- [ ] **Rename distraction-physics.md → distraction-environmental-manipulation.md**:
- Add "Predator Rerouting" subsection (from deleted predator-chase file)
- Integrate SQ3 ScummSoft stealth section (from corporate-infiltration)
- Update Related Types to connect with Timed Consequence
## Phase 6: Cross-Reference Cleanup
- [ ] **Update all "Related Types" sections**:
- Remove references to deleted files (corporate-infiltration, predator-chase-escape)
- Fix meta-puzzle-construction → sequential-construction links
- Clarify Multi-Faceted Plan ↔ Sequential Construction relationship
- [ ] **Audit Inspiration game pages**:
- broken-sword-1.md: Check for corporate-infiltration references
- maniac-mansion.md: Verify cross-temporal or multi-character links
- day-of-the-tentacle.md: Check CTC references
- grim-fandango.md: Verify meta-puzzle → sequential updates
- All other games: Quick audit for deleted file references
- [ ] **Update SUMMARY.md** with new hierarchical structure:
- Group puzzles under parent categories (Information Discovery, Cognitive Transfer, etc.)
- Remove deleted files
- Rename/reorder as per proposal
- Add category descriptions if creating overview sections
## Phase 7: Validation & Final Updates
- [ ] **Run mdbook build** to check for broken links
- [ ] **Verify all examples still link correctly**
- [ ] **Update Related Types tables** in remaining files to reflect new structure
- [ ] **Final audit**: Search for any remaining references to deleted/renamed files
## Decisions Made ✓
1. **Cross-Realm Logistics**: Keep separate but clarify link in Related Types sections ✓
2. **Symbol Code Translation**: Keep separate with dependency on Pattern Learning noted ✓
3. **Parent Category Overview Files**: Create overview content for each new category ✓
## Updated Phase 4: Cross-Temporal + Cross-Realm Relationship
- [ ] **Keep cross-realm-logistics.md SEPARATE** but:
- Update Related Types in CTC to reference Cross-Realm as "Dimensional Variant"
- Update Related Types in CRL to reference CTC as "Temporal equivalent"
- Add note that both share same underlying mechanic (action across separated context)
## Updated Phase 3b: Symbol Code Translation Dependency
- [ ] **Document Pattern Learning ↔ Symbol Code relationship**:
- In pattern-learning.md: Add "Extended Visual Variant" section describing SymbCode
- In symbol-code-translation.md: Clarify it "extends Pattern Learning by adding visual mapping layer"
- Both reference each other in Related Types sections
## New Phase 0: Create Parent Category Overview Pages
- [ ] **Create src/puzzles/information-discovery-parent.md**:
- Overview of information-as-puzzle-solution domain
- Links to all child types (MFP, Brokerage, Environmental, Memo, Truth)
- [ ] **Create src/puzzles/cognitive-transfer-parent.md**:
- Overview of learned-system-application domain
- Links to Pattern Learning, Symbol Code, Metaphor Bridge, Sensory Exploitation, Observation Replay
- [ ] **Create src/puzzles/spatial-temporal-coordination-parent.md**:
- Overview of cross-context coordination puzzles
- Links to CTC, Cross-Realm, Multi-Character, Timed Consequence
- [ ] **Create src/puzzles/npc-interaction-parent.md**:
- Overview of social/dialogue-based puzzle domain
- Links to Comedy Persuasion, Distraction, Class-Specific, Multi-Faction
- [ ] **Create src/puzzles/systems-and-logic-parent.md**:
- Overview of formal system puzzles (programming, combat-as-puzzle)
- Links to Robot Programming, Escalating Combat
- [ ] **Create src/puzzles/non-standard-domains-parent.md**:
- Overview of non-realistic-causality domain
- Links to Surreal Logic Bridge
## Commit Strategy
Per AGENTS.md requirements:
- **After EACH phase item completes**: Mark done, commit immediately
- **Commit message format**: "Complete: <task description>"
- **Do NOT batch multiple deletions/restructuring into single commit**
- **After each structural change**: Run mdbook build to verify links still work
## Dependencies
Phase 6 (Cross-Reference Cleanup) depends on completion of Phases 1-5. Phase 7 depends on all previous phases.

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