Fix KQVI puzzle dependency chart QA issues: remove S17 undefined node, S19/S20 dead ends, add Pearl note
This commit is contained in:
103
src/design-process/bushy-branching.md
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src/design-process/bushy-branching.md
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# Bushy Branching
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## Preventing Player Stuckness Through Parallel Paths
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"Bushy branching" is the practice of designing multiple parallel puzzle paths so players always have alternatives when they get stuck.
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---
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## The Core Problem: Linear Lock-In
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In a purely linear puzzle chain:
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```
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A → B → C → D → E
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```
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If a player gets stuck on B, they cannot progress. They must:
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1. Keep trying B
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2. Consult a walkthrough
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3. Stop playing
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All three options create frustration.
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---
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## The Solution: Bushy Branches
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```
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┌── B1 ──┐
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A ──┼── B2 ──┼── E
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└── B3 ──┘
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```
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If a player gets stuck on one branch, they can try another. The key insight is that **branches should be independent but converge at natural points**.
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---
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## Types of Branching
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### Horizontal Branching
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Multiple puzzles in the same "tier" that can be completed in any order.
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**Example:** Gathering three map pieces from three different locations.
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**Design rule:** Branches should have similar difficulty and length.
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### Vertical Branching
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Alternative solutions to the same problem.
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**Example:** Open a locked door with the key, or pick the lock, or find another way around.
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**Design rule:** Alternative solutions should be equally valid but not equally obvious.
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---
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## Balancing Branch Difficulty
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When using parallel branches:
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| Problem | Solution |
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|---------|----------|
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| One branch is too hard | Add a hint or easier sub-puzzle |
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| One branch is too easy | Add a wrinkle to extend it |
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| Branches converge too early | Delay convergence points |
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| Branches never converge | Create artificial dependencies |
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---
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## The Caged Situation Technique
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"A caged situation in an adventure game is an easy situation almost all the time."
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Start players in a restricted capability scenario, then expand their abilities through the puzzle progression.
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**Pattern:**
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1. Player can only do X
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2. Puzzle requires X + Y
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3. Player solves puzzle to get Y
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4. Now player has X + Y
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5. Repeat
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This creates natural difficulty progression and prevents early-game stuckness.
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---
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## Source Material
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This technique is documented in:
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- [Why Adventure Games Suck](resources/criticism/why-adventure-games-suck-ron-gilbert.md)
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- [Puzzle Design in Adventure Games - StackExchange](resources/puzzle-design/puzzle-design-adventure-games-stackexchange.md)
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---
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## Placeholder: Bushy Branching Tutorial
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**To be written:** A design exercise showing how to take a linear puzzle chain and add bushy branching to it, with before/after diagrams.
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**Key questions to answer:**
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- How many branches are enough?
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- When should branches converge?
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- How do you balance difficulty across branches?
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122
src/design-process/dependency-charts.md
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122
src/design-process/dependency-charts.md
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# Puzzle Dependency Charts
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## The Method LucasArts Used to Design Puzzle Networks
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This chapter documents the puzzle dependency charting technique developed by Noah Falstein and used by Ron Gilbert and the LucasArts team to design *Monkey Island* and *Maniac Mansion*.
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---
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## What Is a Puzzle Dependency Chart?
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A puzzle dependency chart is a visual map showing how puzzles relate to each other—which puzzles must be completed before others, which can be done in parallel, and where bottlenecks exist.
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**Why it matters:** Without charting, designers create "linear chains" that trap players who get stuck. Charts reveal where to add branching.
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---
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## Chart Components
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### Nodes
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Each puzzle or sub-puzzle becomes a node in the chart.
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**Example:** In *Monkey Island 2*, "get map piece from Largo" is a node.
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### Dependencies
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Arrows show which puzzles require completion of others first.
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**Example:** "Fight LeChuck" requires "assemble voodoo doll" requires "get voodoo ingredients."
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### Parallel Tracks
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When puzzles don't depend on each other, they can be done simultaneously.
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**Example:** In MI2 Part 2, four map piece chains run in parallel.
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---
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## How to Create a Chart
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1. **List all puzzles** in your game
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2. **Identify dependencies** — what requires what
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3. **Draw nodes and arrows**
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4. **Look for bottlenecks** — single points that gate multiple paths
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5. **Add branches** to reduce bottleneck frustration
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6. **Balance difficulty** — ensure parallel paths have similar length
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---
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## Bushy vs. Linear Charts
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| Type | Structure | Player Experience |
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|------|-----------|------------------|
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| **Linear** | Single chain, one puzzle after another | Frustrating when stuck; no alternatives |
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| **Bushy** | Parallel branches; multiple paths | Players always have something to try |
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**Key insight:** "Make your branches 'bushy' by allowing players to work on simultaneous tasks." This is the #1 technique for preventing player stuck-ness.
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---
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## Quantitative Targets
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Based on analysis of *Monkey Island 2*:
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| Metric | Target |
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|--------|--------|
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| Items per puzzle chain | 9-10 |
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| Parallel chains | 3-5 |
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| Rooms per chain | Variable |
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| Characters per chain | 3-5 |
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These aren't rules—they're reference points from a well-balanced game.
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---
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## Tools for Charting
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- Pen and paper (fast, low-friction)
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- Diagramming tools (Lucidchart, draw.io)
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- Spreadsheets (for tracking item locations)
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The tool matters less than actually doing it.
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---
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## Common Patterns
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### The Hub and Spoke
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One central puzzle (hub) with multiple prerequisite puzzles (spokes).
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**When to use:** Major story beats that require preparation.
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### The Diamond
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Multiple puzzles feed into one, which feeds into multiple.
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**When to use:** climactic moments that summarize earlier progress.
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### The Grid
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Multiple parallel chains of equal length.
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**When to use:** Mid-game when you want players to choose their own path.
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---
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## Source Material
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This technique is documented in:
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- [The Technique LucasArts Used](resources/puzzle-design/lucasarts-puzzle-dependency-charts.md)
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- [Monkey Island 2 Puzzle Design](resources/puzzle-design/monkey-island-2-puzzle-design.md)
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---
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## Placeholder: Detailed Tutorial
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**To be written:** A step-by-step tutorial with a worked example, showing how to chart a small game's puzzles from start to finish.
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**Resources to draw from:**
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- LucasArts puzzle dependency chart images
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- Unpoint/Unclick methodology (Christopher Sacchi)
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141
src/design-process/failure-modes.md
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141
src/design-process/failure-modes.md
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# Failure Modes
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## The 14 Deadly Sins of Adventure Game Design
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Jimmy Maher (FilFre) documented 14 common ways adventure game puzzles fail. These remain the definitive catalog of adventure game anti-patterns.
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---
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## The 14 Sins
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### 1. Pixel Hunting
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Hiding essential items or actions in visually indistinguishable pixels.
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**Why it's bad:** Tests patience, not intelligence.
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**Solution:** Make interactive elements visually distinct.
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### 2. Guess-the-Verb
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Interface opacity where players must guess the specific verb the designer intended.
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**Why it's bad:** Punishes correct thinking with failure.
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**Solution:** "Reward intent" — accept equivalent actions.
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### 3. Unconnected Events
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Random events in the game world that gate progress but have no logical connection.
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**Why it's bad:** Breaks internal logic; players can't learn.
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**Solution:** Every gate should follow from established rules.
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### 4. Backwards Puzzles
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Requiring players to find a solution before encountering the problem.
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**Why it's bad:** Impossible to solve without outside knowledge or luck.
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**Solution:** Work backwards from solution (see Design Process chapter).
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### 5. "I Forgot to Pick It Up"
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Solutions requiring items the player should have collected but can't retrieve now.
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**Why it's bad:** Punishment for past actions player didn't know were important.
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**Solution:** Don't make critical items optional, or provide alternatives.
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### 6. Leap of Logic
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Missing steps in a logical chain.
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**Why it's bad:** Player has right idea but missing intermediate step.
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**Solution:** Test every chain step with playtesters.
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### 7. Non-Sensical Solutions
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Solutions that violate the game's established internal logic.
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**Why it's bad:** Teaches players their model of the world is worthless.
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**Solution:** All solutions must follow from established rules.
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### 8. Locked-Out Victory
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Dead ends where players can't complete the game without loading an earlier save.
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**Why it's bad:** Frustration with no recovery path.
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**Solution:** Design with alternative paths; add recovery mechanisms.
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### 9. Constant Death
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Punishing failure with death that doesn't teach anything.
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**Why it's bad:** Fear-based design creates anxiety, not engagement.
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**Solution:** Death should only occur with warning and learning opportunity.
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### 10. Inventory Clutter
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Too many items obscure the solution.
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**Why it's bad:** Players can't identify relevant items.
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**Solution:** Prune inventory; make solution items stand out.
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### 11. Dynamic Events Required But Never Seen
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Timing-sensitive events that players missed.
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**Why it's bad:** Impossible without foreknowledge or walkthrough.
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**Solution:** Avoid time-sensitive events, or make them repeatable.
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### 12. Padding
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Story-irrelevant puzzles that extend playtime without value.
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**Why it's bad:** Wastes player time; breaks narrative flow.
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**Solution:** Every puzzle should advance story or character.
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### 13. Context Clueless
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Unclear when something IS a puzzle vs. just scenery.
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**Why it's bad:** Players either ignore everything or exhaust themselves trying everything.
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**Solution:** Make interactive elements visually or audio distinct.
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### 14. Misleading Information
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False clues that lead players astray.
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**Why it's bad:** Punishes correct exploration; rewards walkthrough use.
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**Solution:** Clues should guide, not misdirect.
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---
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## The Unifying Principle: Testing
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Most sins occur because designers didn't playtest enough. A single blind playtest would reveal most of these problems.
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---
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## Source Material
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- [The 14 Deadly Sins of Graphic-Adventure Design](resources/criticism/14-deadly-sins-graphic-adventure-design-filfre.md)
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- [Seven Deadly Sins of Adventure Games](resources/criticism/seven-deadly-sins-adventure-games.md)
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- [10 Things I Hate About Adventure Games](resources/criticism/10-things-hate-adventure-games.md)
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---
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## Placeholder: Sin Identification Guide
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**To be written:** A visual checklist with screenshots from classic games showing each sin in action, and how to fix it.
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123
src/design-process/hint-systems.md
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# Hint System Design
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## When and How to Help Stuck Players
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Every adventure game player will get stuck. Hint systems are how you help them without breaking the experience.
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---
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## The Principle: Help Without Removing Satisfaction
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A good hint:
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- Acknowledges the player is stuck
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- Provides just enough guidance to unstick
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- Preserves the "aha" moment
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A bad hint:
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- Reveals the entire solution
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- Triggers too early or too late
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- Feels like the game is insulting you
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---
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## Types of Hint Systems
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### 1. In-World Hint Characters
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A character in the game world provides hints when consulted.
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**Example:** Gabriel Knight 3's hint character.
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**Advantages:** Can be integrated into narrative; feels diegetic.
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**Disadvantages:** Requires dialogue writing; can feel contrived.
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### 2. Contextual Nudges
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The game detects stuckness and offers subtle prompts.
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**Example:** Thimbleweed Park's hint line.
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**Advantages:** Automatic; can calibrate to player behavior.
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**Disadvantages:** Requires detecting stuckness accurately.
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### 3. Graduated Hint Systems
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Multiple levels of hints, from vague to specific.
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**Level 1:** "Are you sure you want to do that?"
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**Level 2:** "Have you tried looking in the basement?"
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**Level 3:** "The key is in the basement, behind the barrels."
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**Advantages:** Respects player autonomy; lets them choose how much help.
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**Disadvantages:** Requires designing multiple hint levels.
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---
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## Detecting Stuckness
|
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|
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### Quantitative Triggers
|
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- No forward progress for N seconds
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- Repeated failed attempts on same puzzle
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- Excessive exploration of same area
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|
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### Qualitative Triggers
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- Player hasn't interacted for extended time
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- Player is revisiting areas already completed
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- Player has collected items but not tried combinations
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### Playtest-Derived Triggers
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|
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Watch where blind testers get stuck. These become your hint triggers.
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---
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|
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## The "Dead Air" Reduction Principle
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|
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Every second a player is stuck with no feedback is a failure of design. Either:
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1. The puzzle should have given better feedback, or
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2. A hint should trigger
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|
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The goal is to minimize "dead air" without removing challenge.
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---
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## Designing Good Hints
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### Good Hint Characteristics
|
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|
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| Characteristic | Description |
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|----------------|-------------|
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| **Specific location** | Directs player to area |
|
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| **Partial information** | Narrows possibility space without revealing solution |
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| **Actionable** | Player knows what to try next |
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| **Non-spoiling** | Player still feels they solved it |
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### Bad Hint Characteristics
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| Characteristic | Why It's Bad |
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|---------------|--------------|
|
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| Full solution | Removes challenge entirely |
|
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| Wrong direction | Wastes player time |
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||||
| Too vague | Doesn't help unstick |
|
||||
| Too early | Removes opportunity to struggle |
|
||||
|
||||
---
|
||||
|
||||
## Source Material
|
||||
|
||||
- [Thimbleweed Park Preview](resources/history/thimbleweed-park-ron-gilbert-rockpapershotgun.md) — discusses hint line design
|
||||
- [Puzzle Design StackExchange](resources/puzzle-design/puzzle-design-adventure-games-stackexchange.md)
|
||||
|
||||
---
|
||||
|
||||
## Placeholder: Hint System Implementation Guide
|
||||
|
||||
**To be written:** Technical guide for implementing hint systems in common adventure game engines (Ren'Py, Adventure Game Studio, custom engines), including:
|
||||
- Stuckness detection algorithms
|
||||
- Graduated hint UI design
|
||||
- Playtesting hint calibration
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||||
79
src/design-process/internal-logic-fairness.md
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src/design-process/internal-logic-fairness.md
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# Internal Logic & Fairness
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||||
|
||||
## Why Solutions Must Follow the Rules You've Established
|
||||
|
||||
Ron Gilbert's rule #4 states: "Arbitrary puzzles should not exist." This is the principle of internal logic—solutions must follow from rules established by the game world.
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||||
|
||||
---
|
||||
|
||||
## What Is Internal Logic?
|
||||
|
||||
Internal logic means that the game world operates by consistent rules, and puzzle solutions derive from those rules.
|
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|
||||
**Good puzzle:** "You need acid to dissolve the lock. Earlier, you found a still that makes acid."
|
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**Bad puzzle:** "You need a rubber chicken. No explanation why."
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|
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The second isn't just surprising—it's **unfair**. It teaches players that their model of the world is worthless.
|
||||
|
||||
---
|
||||
|
||||
## Establishing Internal Logic
|
||||
|
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### The Rule Introduction Pattern
|
||||
|
||||
1. **Introduce the rule early** — Show how the world works through a non-puzzle example
|
||||
2. **Reinforce the rule** — Let players use the rule in a simple context
|
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3. **Escalate** — Require the rule in a more complex puzzle
|
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|
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**Example from *Monkey Island*:**
|
||||
1. Voodoo is established as real ( Mardi Gras masks, ghost ship)
|
||||
2. Voodoo doll principle is demonstrated (Murray)
|
||||
3. Player must apply voodoo doll to LeChuck
|
||||
|
||||
---
|
||||
|
||||
## The Three Types of Logic Violations
|
||||
|
||||
### 1. Non-Sequiturs
|
||||
|
||||
Solutions that ignore established rules.
|
||||
|
||||
**Example:** A door requires a key, but the solution is to use a fish on it.
|
||||
|
||||
### 2. Leap of Logic
|
||||
|
||||
Missing steps between cause and effect.
|
||||
|
||||
**Example:** "Use the doll on LeChuck" works, but there's no indication that voodoo affects ghosts.
|
||||
|
||||
### 3. Retroactive Rules
|
||||
|
||||
Rules that only exist when needed for a puzzle.
|
||||
|
||||
**Example:** "Oh, the ghost is actually vulnerable to rubber duckies" revealed only at the climax.
|
||||
|
||||
---
|
||||
|
||||
## Fairness Checklist
|
||||
|
||||
When designing a puzzle, verify:
|
||||
|
||||
| Question | If No |
|
||||
|----------|-------|
|
||||
| Did I establish the rule earlier? | Add a demonstration scene |
|
||||
| Is the solution logical given the rule? | Redesign the solution |
|
||||
| Could a player predict this solution? | Add more hints |
|
||||
| Does the solution feel earned? | Add more buildup |
|
||||
|
||||
---
|
||||
|
||||
## Source Material
|
||||
|
||||
- [14 Deadly Sins](resources/criticism/14-deadly-sins-graphic-adventure-design-filfre.md)
|
||||
- [Adventure Puzzle Design](resources/puzzle-design/adventure-puzzle-design-stanislav-costiuc.md)
|
||||
|
||||
---
|
||||
|
||||
## Placeholder: Internal Logic Testing Guide
|
||||
|
||||
**To be written:** A guide for playtesters to identify internal logic violations, with a checklist and examples from classic games.
|
||||
89
src/design-process/player-psychology.md
Normal file
89
src/design-process/player-psychology.md
Normal file
@@ -0,0 +1,89 @@
|
||||
# Player Psychology
|
||||
|
||||
## The Cognitive Contract Between Designer and Player
|
||||
|
||||
Stanislav Costiuc's most important insight: "The goal of an adventure game designer is to perform inception on its players."
|
||||
|
||||
---
|
||||
|
||||
## Inception vs. Extraction
|
||||
|
||||
These are the two fundamental modes of puzzle design:
|
||||
|
||||
### Inception (Good)
|
||||
|
||||
The designer plants the solution in the player's mind through earlier puzzles.
|
||||
|
||||
**Example:** Earlier, the player used a voodoo doll on Largo's henchman. Now they face LeChuck. The earlier puzzle taught the voodoo doll pattern. Player thinks: "Another voodoo doll?" — and they feel clever for realizing it.
|
||||
|
||||
**Player experience:** "I figured it out!"
|
||||
|
||||
### Extraction (Bad)
|
||||
|
||||
The designer forces the player to guess random combinations.
|
||||
|
||||
**Example:** Player faces LeChuck with no preparation. They try everything. Eventually, by accident, they use the voodoo doll. There's no connection to earlier learning.
|
||||
|
||||
**Player experience:** "I got lucky."
|
||||
|
||||
---
|
||||
|
||||
## The Possibility Space
|
||||
|
||||
Players approach puzzles with a "possibility space"—the set of actions they believe might be valid.
|
||||
|
||||
### Good Design: Narrowed Possibility Space
|
||||
|
||||
Good puzzles narrow the possibility space through feedback.
|
||||
|
||||
**Example:** Player has a crowbar but no rope. "Use crowbar on grate" fails. "Use crowbar on rope" — wait, there's no rope. The failure teaches the player they need something else.
|
||||
|
||||
### Bad Design: Expanded Possibility Space
|
||||
|
||||
Bad puzzles expand the possibility space through confusion.
|
||||
|
||||
**Example:** Player doesn't know if they're supposed to fight LeChuck, run away, find a weapon, talk to someone, or explore more. Every direction seems equally valid. The player is lost.
|
||||
|
||||
---
|
||||
|
||||
## The Cognitive Load Problem
|
||||
|
||||
Adventure games are unique in that they combine:
|
||||
- **Narrative comprehension** — understanding the story
|
||||
- **Spatial memory** — remembering where things are
|
||||
- **Inventory management** — tracking what you have
|
||||
- **Puzzle logic** — understanding how solutions work
|
||||
|
||||
Too much cognitive load at once overwhelms players.
|
||||
|
||||
**Design principle:** When narrative is heavy, puzzles should be light. When puzzles are complex, narrative should be simple.
|
||||
|
||||
---
|
||||
|
||||
## Motivation and Agency
|
||||
|
||||
Adventure games risk making players **passive** — watching dialogue, examining rooms, waiting for solutions.
|
||||
|
||||
**The antidote:** Agency.
|
||||
|
||||
- Let players make meaningful choices
|
||||
- Allow alternative solutions
|
||||
- Enable creative problem-solving
|
||||
- Reward exploration with discovery
|
||||
|
||||
---
|
||||
|
||||
## Source Material
|
||||
|
||||
- [Adventure Puzzle Design - Costiuc](resources/puzzle-design/adventure-puzzle-design-stanislav-costiuc.md)
|
||||
- [Moon Logic and Divergent Thinking](resources/moon-logic/moon-logic-divergent-thinking.md)
|
||||
- [10 Things I Hate About Adventure Games](resources/criticism/10-things-hate-adventure-games.md)
|
||||
|
||||
---
|
||||
|
||||
## Placeholder: Cognitive Load Management Guide
|
||||
|
||||
**To be written:** Practical techniques for managing cognitive load in adventure game puzzles, including:
|
||||
- When to add vs. remove puzzle complexity
|
||||
- How to sequence narrative and puzzle elements
|
||||
- Playtesting for cognitive overload
|
||||
102
src/design-process/playtesting-methodology.md
Normal file
102
src/design-process/playtesting-methodology.md
Normal file
@@ -0,0 +1,102 @@
|
||||
# Playtesting Methodology
|
||||
|
||||
## Why Adventure Games Need More Testing Than Any Other Genre
|
||||
|
||||
Jimmy Maher wrote: "Testing is vital to any other form of game, but with adventures it can mean *everything*. A terrible adventure can become a great one following just a few weeks of testing."
|
||||
|
||||
---
|
||||
|
||||
## Why Testing Matters More for Adventure Games
|
||||
|
||||
Unlike action games where skill is the primary challenge, adventure games challenge **understanding**. When players get stuck, it's often because:
|
||||
|
||||
- They didn't understand a clue
|
||||
- They missed an item
|
||||
- They formed an incorrect mental model
|
||||
- The solution violated their expectations
|
||||
|
||||
Only playtesting reveals these gaps.
|
||||
|
||||
---
|
||||
|
||||
## Types of Playtests
|
||||
|
||||
### Blind Playtest
|
||||
|
||||
New players experience the game with no guidance.
|
||||
|
||||
**What it reveals:** Where players naturally get stuck, what confuses them, what they try that doesn't work.
|
||||
|
||||
### Focused Testing
|
||||
|
||||
Testers target specific puzzles or sections.
|
||||
|
||||
**What it reveals:** Whether specific puzzles work as intended.
|
||||
|
||||
### Stress Testing
|
||||
|
||||
Rapid, aggressive play — testers try to break the game.
|
||||
|
||||
**What it reveals:** Edge cases, dead ends, sequence breaks.
|
||||
|
||||
---
|
||||
|
||||
## Identifying Stuck States
|
||||
|
||||
### The "Dead Air" Signal
|
||||
|
||||
When a player stops interacting for more than 10-15 seconds, they're likely stuck.
|
||||
|
||||
**Design response:** This is where hint systems should trigger (see Hint System Design chapter).
|
||||
|
||||
### The Wandering Signal
|
||||
|
||||
When players repeatedly visit the same rooms without purpose, they lack direction.
|
||||
|
||||
**Design response:** Sub-goals may be unclear.
|
||||
|
||||
### The Frustration Signal
|
||||
|
||||
When players express annoyance or start trying random actions, they've lost confidence.
|
||||
|
||||
**Design response:** Failure feedback may be unclear or misleading.
|
||||
|
||||
---
|
||||
|
||||
## Iteration Patterns
|
||||
|
||||
| Problem | Response |
|
||||
|---------|----------|
|
||||
| Players stuck on puzzle X | Add a hint, or add alternative path |
|
||||
| Players missing item Y | Add visual/audio cue, or move item |
|
||||
| Players forming wrong model | Add clarifying NPC dialogue |
|
||||
| Players bored | Remove padding, add stakes |
|
||||
|
||||
---
|
||||
|
||||
## Community Testing
|
||||
|
||||
Modern indie developers use:
|
||||
- itch.io beta testers
|
||||
- Discord communities
|
||||
- Game jam feedback
|
||||
- Let's Play analysis
|
||||
|
||||
Watch where players get stuck in videos. Where do they pause? Where do they ask questions?
|
||||
|
||||
---
|
||||
|
||||
## Source Material
|
||||
|
||||
- [14 Deadly Sins](resources/criticism/14-deadly-sins-graphic-adventure-design-filfre.md) — "Testing is everything" quote
|
||||
- [Flaws of Point & Click Adventures](resources/criticism/flaws-undead-genre-point-click-adventures.md)
|
||||
|
||||
---
|
||||
|
||||
## Placeholder: Playtesting Protocol Template
|
||||
|
||||
**To be written:** A downloadable/playable template for conducting adventure game playtests, including:
|
||||
- Observer checklist
|
||||
- Tester questionnaire
|
||||
- Stuck state identification guide
|
||||
- Iteration prioritization matrix
|
||||
74
src/design-process/working-backwards.md
Normal file
74
src/design-process/working-backwards.md
Normal file
@@ -0,0 +1,74 @@
|
||||
# Working Backwards from Solution
|
||||
|
||||
## The Design Technique That Prevents Backwards Puzzles
|
||||
|
||||
One of Ron Gilbert's rules states: "Never find the solution before you face the problem." Working backwards is the technique that makes this possible.
|
||||
|
||||
---
|
||||
|
||||
## The Problem with Forward Design
|
||||
|
||||
Most designers start from the beginning of the game and design puzzles as they go. This leads to:
|
||||
|
||||
- Puzzles that make sense to the designer but not to players
|
||||
- Missing logical steps because the designer knows the solution
|
||||
- "Backwards puzzles" where players must discover something before encountering the problem
|
||||
|
||||
---
|
||||
|
||||
## The Solution: Work Backwards
|
||||
|
||||
1. **Start with the climax** — What is the player's ultimate achievement?
|
||||
2. **Identify the final lock** — What single action completes the game?
|
||||
3. **Work backwards** — What key opens that lock?
|
||||
4. **Continue until you reach the starting point**
|
||||
5. **Verify forward playability** — Can a new player follow this chain?
|
||||
|
||||
---
|
||||
|
||||
## Why Backwards Design Works
|
||||
|
||||
When you design from solution to problem, you naturally ensure:
|
||||
- The solution exists before the problem is encountered
|
||||
- Each step has a logical relationship to the next
|
||||
- No missing steps or leaps in logic
|
||||
|
||||
---
|
||||
|
||||
## Application to Puzzle Types
|
||||
|
||||
### Sequential Construction
|
||||
|
||||
Working backwards is natural for sequential puzzles: start with the finished product and identify each component.
|
||||
|
||||
**Example:** A voodoo doll puzzle
|
||||
- Final: Use doll on LeChuck
|
||||
- Backwards: Need assembled doll → Need body parts → Need to find locations
|
||||
|
||||
### Multi-Faceted Plans
|
||||
|
||||
Work backwards from the completed plan, then identify independent branches that can run in parallel.
|
||||
|
||||
---
|
||||
|
||||
## Common Mistakes When Working Backwards
|
||||
|
||||
| Mistake | Result |
|
||||
|---------|--------|
|
||||
| Skipping steps | "Leap of logic" puzzles |
|
||||
| Assuming player knowledge | Hidden requirements |
|
||||
| Not testing forward | Backwards puzzles |
|
||||
|
||||
---
|
||||
|
||||
## Source Material
|
||||
|
||||
This principle underlies:
|
||||
- [Why Adventure Games Suck](resources/criticism/why-adventure-games-suck-ron-gilbert.md) (Rule #9: Avoid backwards puzzles)
|
||||
- [Sequential Construction](puzzles/sequential-construction.md)
|
||||
|
||||
---
|
||||
|
||||
## Placeholder: Worked Example
|
||||
|
||||
**To be written:** Take a simple puzzle (e.g., "open locked door") and demonstrate working backwards through the design process, showing how this prevents common pitfalls.
|
||||
Reference in New Issue
Block a user