Create cross-reference index mapping games to puzzle types
- Table 1: Games → Puzzle Types (28 games catalogued) - Table 2: Puzzle Type → Games with examples (organized by taxonomy) - Category summary showing representative games per category
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src/inspiration/cross-reference-index.md
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# Cross-Reference Index
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Maps games to puzzle types and vice versa for quick lookup when designing or analyzing adventure game puzzles.
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---
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## Table 1: Games → Puzzle Types
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| Game | Puzzle Types Used |
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|------|-------------------|
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| **Beneath a Steel Sky** | sensory-exploitation, symbol-code-translation, multi-faceted-plan, distraction-physics, sequential-construction, multi-character-coordination, timed-consequence, cross-realm-logistics |
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| **Broken Sword 1** | observation-replay, timed-consequence, sequential-construction, cross-realm-logistics, sensory-exploitation, multi-faceted-plan, comedy-based-persuasion, information-brokerage, symbol-code-translation |
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| **Broken Sword 2** | multi-character-coordination, sequential-construction, cross-realm-logistics, timed-consequence, pattern-learning, observation-replay, distraction-physics, information-brokerage, multi-faceted-plan, symbol-code-translation |
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| **Day of the Tentacle** | cross-temporal-causality, multi-character-coordination, sequential-construction, comedy-based-persuasion, observation-replay, distraction-physics, surreal-logic-bridge, information-brokerage, sensory-exploitation |
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| **Full Throttle** | multi-faceted-plan, escalating-combat-progression, distraction-physics, timed-consequence, information-brokerage, symbol-code-translation |
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| **Gabriel Knight 1** | symbol-code-translation, pattern-learning, multi-faceted-plan, class-specific-ritual, distraction-physics, information-brokerage, sensory-exploitation, observation-replay |
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| **Loom** | metaphor-literal, pattern-learning, sensory-exploitation, sequential-construction, multi-faceted-plan |
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| **Grim Fandango** | pattern-learning, sequential-construction, symbol-code-translation, distraction-physics, information-brokerage, multi-character-coordination |
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| **Indiana Jones: Fate of Atlantis** | metaphor-literal, multi-faceted-plan, pattern-learning, information-brokerage, multi-character-coordination, distraction-physics, sequential-construction, symbol-code-translation, class-specific-ritual |
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| **Indiana Jones: Last Crusade** | symbol-code-translation, multi-faceted-plan, distraction-environmental-manipulation, sequential-construction, information-brokerage |
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| **King's Quest III** | class-specific-ritual, sensory-exploitation, timed-consequence, pattern-learning |
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| **King's Quest VII** | information-brokerage, multi-faceted-plan, observation-replay, symbol-code-translation, timed-consequence, sequential-construction, surreal-logic-bridge |
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| **King's Quest VIII** | symbol-code-translation, pattern-learning, sequential-construction, timed-consequence, class-specific-ritual, robot-programming, escalating-combat-progression, information-brokerage, cross-realm-logistics |
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| **Legend of Kyrandia** | sequential-construction, observation-replay, sensory-exploitation, multi-faceted-plan, pattern-learning, timed-consequence, information-brokerage, symbol-code-translation |
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| **Maniac Mansion** | timed-consequence, information-brokerage, sequential-construction, pattern-learning, distraction-physics, sensory-exploitation, observation-replay, symbol-code-translation |
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| **Quest for Glory II** | sequential-construction, multi-faceted-plan, timed-consequence, class-specific-ritual, symbol-code-translation |
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| **Quest for Glory III** | class-specific-ritual, sequential-construction, pattern-learning, multi-character-coordination, escalating-combat-progression, sensory-exploitation, distraction-physics, multi-faceted-plan, symbol-code-translation |
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| **Quest for Glory IV** | sequential-construction, multi-faceted-plan, pattern-learning, information-brokerage, class-specific-ritual |
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| **Sam & Max Hit the Road** | multi-faceted-plan, sequential-construction, timed-consequence, sensory-exploitation, pattern-learning, comedy-based-persuasion, distraction-physics |
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| **Simon the Sorcerer** | sequential-construction, pattern-learning, multi-faceted-plan, comedy-based-persuasion, surreal-logic-bridge, information-brokerage, distraction-physics |
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| **Space Quest 1** | distraction-environmental-manipulation, information-brokerage, distraction-physics, pattern-learning, sequential-construction, timed-consequence, observation-replay, comedy-based-persuasion, sensory-exploitation |
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| **Space Quest 2** | sensory-exploitation, distraction-physics, multi-faceted-plan, information-brokerage, timed-consequence, symbol-code-translation |
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| **Space Quest 3** | distraction-environmental-manipulation, pattern-learning, timed-consequence, sequential-construction, observation-replay, sensory-exploitation, information-brokerage, escalating-combat-progression |
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| **Space Quest 4** | sequential-construction, sensory-exploitation, timed-consequence, observation-replay, distraction-physics, pattern-learning, comedy-based-persuasion |
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| **The Dig** | observation-replay, sequential-construction, pattern-learning, robot-programming, symbol-code-translation, distraction-physics, multi-character-coordination, information-brokerage, multi-faceted-plan |
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| **The Longest Journey** | sensory-exploitation, sequential-construction, symbol-code-translation, memo-chain, information-brokerage, distraction-physics, truth-revelation, timed-consequence |
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| **Syberia** | sequential-construction, multi-faceted-plan, information-brokerage, distraction-physics, observation-replay |
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| **Zak McKracken** | pattern-learning, multi-faceted-plan, multi-character-coordination, sensory-exploitation, information-brokerage, distraction-physics, comedy-based-persuasion, cross-realm-logistics, sequential-construction |
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---
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## Table 2: Puzzle Type → Games with Good Examples
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### Information Discovery
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| Puzzle Type | Games with Good Examples |
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|-------------|-------------------------|
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| **memo-chain** | TLJ (police station form chain) |
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| **truth-revelation** | TLJ (star map reveal) |
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### Cognitive Transfer
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| Puzzle Type | Games with Good Examples |
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|-------------|-------------------------|
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| **pattern-learning** | BS2 (zombie island surveyor), Loom (DYE draft on sheep), GF (Busy Beavers tar trap), KQ8 (stump maze), QFG3 (warrior initiation), SQ4 (laser angles), SQ1 (slot machine), ZM (Martian face door dance) |
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| **symbol-code-translation** | BASS (LINC-Space passwords), BS1 (chess tapestry), GK1 (tombstone cipher), GF (photo finish), IJ1 (stone disk alignment), IJ2 (skull music sequence), KQ7 (desert hieroglyphics), KQ8 (scales of justice), The Dig (engraved rod door codes), TLJ (Q'man phone alignment) |
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| **metaphor-literal** | Loom (sky opening riddle), IJ1 (Tikal elephant head) |
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| **sensory-exploitation** | BASS (Joey robot charm), BS1 (thermal guard sensitivity), KQ3 (Manannan cat cookie), Loom (APPEAR draft on workers), SQ2 (berry taste disguise), SQ4 (cigar smoke lasers), TLJ (monkey eye scanner), ZM (blue crystal cave, dolphin transformation) |
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| **observation-replay** | BS1 (goat trap), MM (Weird Ed package), KQ7 (harp melody from birds), Kyrandia1 (bell sequence), SQ1 (armory grenade heist), SQ4 (bunny battery), The Dig (sea creature skeleton) |
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### Spatial-Temporal Coordination
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| Puzzle Type | Games with Good Examples |
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|-------------|-------------------------|
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| **cross-temporal-causality** | DOT (cherry tree → Laverne freed) |
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| **cross-realm-logistics** | BS1 (plaster of Paris cross-location), BS2 (vending machine → signal → cupboard), BASS (reactor LINCCard), KQ8 (unicorn horn trade), ZM (yellow crystal teleporter) |
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| **multi-character-coordination** | BS2 (warehouse statue with Nico), DOT (mummy contest), MM (pool reactor), QFG3 (monkey rope bridge), The Dig (tomb guardian dogs), ZM (pyramid tram system) |
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| **timed-consequence** | BASS (LINC-Space blind eye hack), DOT (hamster power), KQ3 (pirate ship escape), KQ7 (statue bead puzzle), KQ8 (mill rope), MM (pool reactor), QFG2 (fire elemental deadline), SQ1 (skimmer key), SQ3 (thermal detonator), SQ4 (final countdown), S&M (VR dragon), TLJ (shuttle guard) |
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### NPC Interaction & Social Puzzles
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| Puzzle Type | Games with Good Examples |
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|-------------|-------------------------|
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| **comedy-based-persuasion** | BS1 (clown nose juggler), KQ3 (Medusa mirror), S&M (Conroy eggplant swap), SQ1 (jetpack negotiation), ZM (Lotto-O-Dictor) |
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| **distraction-environmental-manipulation** | IJ2 (castle infiltration), SQ1 (laundry disguise), SQ3 (ScummSoft janitor) |
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| **class-specific-ritual** | GK1 (clock puzzle, Schloss Ritter), KQ3 (spell system), KQ7 (troll transformation), KQ8 (Lady of the Lake), QFG2 (Wizards' Institute, Julanar), QFG3 (warrior contest, wizard duel), QFG4 (monastery passage, Katrina rescue) |
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| **multi-faction-diplomacy** | QFG2 (elemental captures across towns), QFG3 (Tarna Dispel Potion with Salim) |
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### Systems & Logic Puzzles
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| Puzzle Type | Games with Good Examples |
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|-------------|-------------------------|
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| **sequential-construction** | BASS (Joey shell repair), BS1 (plaster cast), BS2 (warehouse chain), DOT (Red Edison battery), FT (demolition derby escape), GK1 (Hounfour chain), The Dig (critter trap, asteroid explosives), TLJ (wind mixture synthesis), QFG2 (Wizards' Institute trials), QFG4 (Antwerp key maze), S&M (Bigfoot disguise), Simon (druid bucket-moon), SQ4 (time pod code) |
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| **multi-faceted-plan** | BASS (St. James Club distraction), BS1 (key impression), BS2 (Quaramonte mine), DOT (mummy contest), FT (Melonweed bike), GK1 (Hounfour infiltration), KQ3 (pirate gold), KQ7 (troll transformation), KQ8 (gnome lodestone), Kyrandia1 (hawkmoth statue), QFG2 (fire elemental), QFG3 (Dispel Potion), QFG4 (Baba Yaga pie), S&M (Gator Golf flag path), Simon (demon banishment), SQ2 (acid trap), The Dig (eye part installation), ZM (Stonehenge crystal) |
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| **information-brokerage** | BS1 (toilet brush trade), GK1 (snake scales), MM (arcade score → lab code), ZM (squirrel peanut, plane microwave) |
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| **robot-programming** | KQ8 (prison cell switches), The Dig (power generator crystal, map spire prism) |
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| **escalating-combat-progression** | FT (Mine Road biker combat), KQ8 (basilisk tongue), QFG3 (Doppelganger hall), SQ3 (Duke Nukem finale) |
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### Non-Standard Logic Domains
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| Puzzle Type | Games with Good Examples |
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|-------------|-------------------------|
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| **surreal-logic-bridge** | DOT (cousin Ted substitution), KQ7 (moon from pond), Simon (chocolate house pig) |
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---
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## Category Summary
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| Category | Representative Games |
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|----------|---------------------|
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| **Information Discovery** | ZM, TLJ |
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| **Cognitive Transfer** | Loom, GK1, BS2, GF |
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| **Spatial-Temporal Coordination** | DOT, ZM, MM, BASS |
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| **NPC Interaction** | QFG series, KQ series, IJ2 |
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| **Systems & Logic** | SQ series, BS series, The Dig, FT |
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| **Non-Standard Domains** | DOT, KQ7, Simon |
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