output
This commit is contained in:
19
src/core-principles.md
Normal file
19
src/core-principles.md
Normal file
@@ -0,0 +1,19 @@
|
||||
# Core Principles
|
||||
|
||||
These puzzle types share common characteristics that define adventure game puzzle design:
|
||||
|
||||
## Limited Actions, Unlimited Combinations
|
||||
|
||||
The standard adventure game action set (LOOK, TALK, USE, WALK, TAKE) is applied in novel ways. The puzzle emerges from the *combination* of actions, not from complex input systems.
|
||||
|
||||
## Information as Puzzle Element
|
||||
|
||||
The puzzle is often "what does the game know that I need to find out?" rather than "what do I need to do?" Information discovery is the primary mechanic.
|
||||
|
||||
## Failure as Feedback
|
||||
|
||||
Failed attempts reveal information about what's missing or wrong. The puzzle teaches through consequences, not explicit instruction.
|
||||
|
||||
## Synthesis Over Collection
|
||||
|
||||
The solution often requires combining information from multiple sources. No single action completes the puzzle—player must synthesize.
|
||||
Reference in New Issue
Block a user