Document puzzles from 18 additional adventure games (25/30 complete)
Games analyzed: - Indiana Jones: Fate of Atlantis (Team/Wits/Fists paths) - Day of the Tentacle (cross-temporal causality, multi-character coordination) - Grim Fandango (noir afterworld investigation) - King's Quest III, VII, VIII (transformation puzzles, mask collection) - SpaceQuest 1-4 (sci-fi comedy escape sequences) - Quest for Glory 1-4 (RPG-hybrid, class-specific solutions) - Beneath a Steel Sky (cyberpunk hacking) - Broken Sword 1 & 2 (Revolution Software investigation patterns) - The Longest Journey (cross-realk fantasy/sci-fi) - Syberia (mechanical/clockwork puzzles) New puzzle type created: - class-specific-ritual.md (QFG3 parallel character solutions) Enhanced documentation with citations for 20+ puzzle types across all games.
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README.md
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# Puzzle Types in Adventure Games
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A taxonomy of puzzle design patterns derived from analysis of classic Sierra and LucasArts adventure games (King's Quest VI, Maniac Mansion, Secret of Monkey Island, Simon the Sorcerer, Legend of Kyrandia, Sam & Max Hit the Road, The Dig, Full Throttle), focusing on mechanics of information conveyance and player action.
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A taxonomy of puzzle design patterns derived from analysis of classic Sierra, LucasArts, Revolution Software, and Microids adventure games (King's Quest III-VIII, Maniac Mansion, Secret of Monkey Island, Simon the Sorcerer, Legend of Kyrandia, Sam & Max Hit the Road, The Dig, Full Throttle, Indiana Jones: Fate of Atlantis, Space Quest I-IV, Quest for Glory I-IV, Beneath a Steel Sky, Broken Sword series, Syberia, The Longest Journey), focusing on mechanics of information conveyance and player action. Notable for mechanical/clockwork-themed puzzles involving automatons, music boxes, and gear systems (SYB).
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## Table of Contents
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| # | Puzzle Type | Core Mechanic | Game Source |
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|---|-------------|---------------|-------------|
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| 1 | [Multi-Faceted Plan Puzzle](./puzzles/multi-faceted-plan.md) | Requirements discovered incrementally; player synthesizes complete mental model | KQVI/SMHTR |
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| 2 | [Sensory Exploitation Puzzle](./puzzles/sensory-exploitation.md) | Character perceptual vulnerabilities exploited through item matching | KQVI/MI/SMHTR |
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| 3 | [Metaphor-to-Literal Translation](./puzzles/metaphor-literal.md) | Abstract language interpreted as literal game mechanics | MI |
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| 4 | [Information Brokerage Chain](./puzzles/information-brokerage.md) | Implicit NPC exchange network mapped through incremental interaction | KQVI/MI |
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| 5 | [Timed Consequence Puzzle](./puzzles/timed-consequence.md) | Narrative urgency without mechanical deadline; consequence is permanent story change | KQVI/MM/SIMON |
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| 6 | [Environmental Storytelling Discovery](./puzzles/environmental-storytelling.md) | Information hidden in environment; discovered through examination, observation | KQVI |
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| 7 | [Cross-Realm Logistics Puzzle](./puzzles/cross-realm-logistics.md) | Inventory management across multiple locations/realms; rewards forward planning | KQVI |
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| 8 | [Truth Revelation Mechanic](./puzzles/truth-revelation.md) | Items reveal hidden truth; truth itself is the solution | KQVI |
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| 9 | [Observation Replay Puzzle](./puzzles/observation-replay.md) | Single viewing of sequence, must reproduce exactly when opportunity arises | MI/MM/SIMON |
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| 10 | [Pattern Learning / Knowledge Transfer](./puzzles/pattern-learning.md) | Learn rule set in low-stakes domain; apply exhaustively under consequences | MI/TD |
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| 11 | [Environmental Memo Chain](./puzzles/memo-chain.md) | Scattered written fragments across locations; synthesize narrative to reveal solution | MI |
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| 12 | [NPC Distraction Physics](./puzzles/distraction-physics.md) | Manipulate environment to break NPC blocking pattern without confrontation | MI |
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| 13 | [Meta-Puzzle Construction](./puzzles/meta-puzzle-construction.md) | Sequential interdependence; each step's output becomes next step's input | MI/MM/SMHTR/IJOA/TD |
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| 14 | [Multi-Character Coordination Puzzle](./puzzles/multi-character-coordination.md) | Multiple characters required for separated location actions; single character physically impossible | MM/DOTT/TD |
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| 15 | [Cross-Temporal Causality Puzzle](./puzzles/cross-temporal-causality.md) | Actions in one time period create immediate consequences in another; solution requires understanding historical causality | DOTT |
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| 1 | [Multi-Faceted Plan Puzzle](./puzzles/multi-faceted-plan.md) | Requirements discovered incrementally; player synthesizes complete mental model | KQVI/KQVII/KQVIII/SMHTR/INDY2/SQ1/SQ2/SQ4/QFG1/BS1/BS2/TLJ/SYB/GF |
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| 2 | [Sensory Exploitation Puzzle](./puzzles/sensory-exploitation.md) | Character perceptual vulnerabilities exploited through item matching | KQIII/KQVI/KQVII/MI/SMHTR/INDY2/SQ1/QFG1/BS1/TLJ/SYB/GF |
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| 3 | [Metaphor-to-Literal Translation](./puzzles/metaphor-literal.md) | Abstract language interpreted as literal game mechanics | MI/SQ2 |
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| 4 | [Information Brokerage Chain](./puzzles/information-brokerage.md) | Implicit NPC exchange network mapped through incremental interaction | KQVI/KQVII/MI/INDY2/SQ1/TD/BS1/BS2/TLJ/SYB/GF |
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| 5 | [Timed Consequence Puzzle](./puzzles/timed-consequence.md) | Narrative urgency without mechanical deadline; consequence is permanent story change | KQIII/KQVI/MM/SIMON/QFG1/BAS/BS1 |
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| 6 | [Environmental Storytelling Discovery](./puzzles/environmental-storytelling.md) | Information hidden in environment; discovered through examination, observation | KQVI/KQVII/QFG1/SYB/GF |
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| 7 | [Cross-Realm Logistics Puzzle](./puzzles/cross-realm-logistics.md) | Inventory management across multiple locations/realms; rewards forward planning | KQVI/KQIII/KQVII/KQVIII/INDY2/SQ4/TLJ/SYB |
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| 8 | [Truth Revelation Mechanic](./puzzles/truth-revelation.md) | Items reveal hidden truth; truth itself is the solution | KQVI/KQVII/SQ1/SYB/GF |
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| 9 | [Observation Replay Puzzle](./puzzles/observation-replay.md) | Single viewing of sequence, must reproduce exactly when opportunity arises | KQIII/KQVII/KQVIII/MM/MI/SIMON/INDY2/QFG1/SQ1/SQ2/SQ4/BAS/BS1/BS2/TLJ/SYB/GF/GK1 |
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| 10 | [Pattern Learning / Knowledge Transfer](./puzzles/pattern-learning.md) | Learn rule set in low-stakes domain; apply exhaustively under consequences | MI/TD/KQVII/BAS/BS1/BS2/GF |
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| 11 | [Environmental Memo Chain](./puzzles/memo-chain.md) | Scattered written fragments across locations; synthesize narrative to reveal solution | MI/SQ4/SYB/GF |
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| 12 | [NPC Distraction Physics](./puzzles/distraction-physics.md) | Manipulate environment to break NPC blocking pattern without confrontation | MI/INDY2/BS1/BS2/TLJ/GF/GK1 |
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| 13 | [Meta-Puzzle Construction](./puzzles/meta-puzzle-construction.md) | Sequential interdependence; each step's output becomes next step's input | MI/MM/KQIII/KQVII/KQVIII/SMHTR/IJOA/TD/INDY2/SQ1/SQ4/BAS/BS1/TLJ/SYB/GF |
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| 14 | [Multi-Character Coordination Puzzle](./puzzles/multi-character-coordination.md) | Multiple characters required for separated location actions; single character physically impossible | MM/DOTT/TD/INDY2 |
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| 15 | [Cross-Temporal Causality Puzzle](./puzzles/cross-temporal-causality.md) | Actions in one time period create immediate consequences in another; solution requires understanding historical causality | DOTT/TLJ/GF |
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| 16 | [Surreal Logic Bridge](./puzzles/surreal-logic-bridge.md) | Real-world causality rejected for cartoon/comedy equivalences; success requires abandoning realistic reasoning | SMHTR |
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| 17 | [Comedy-Based NPC Persuasion](./puzzles/comedy-based-persuasion.md) | Dialogue success depends on tonal comedy matching, not logical argument or trade | SMHTR |
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| 18 | [Symbol Code Translation](./puzzles/symbol-code-translation.md) | Visual symbols on artifact translate to interface actions via shape/color+order matching; applied exhaustively | TD |
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| 19 | [Robot Programming / Color-Encoded Sequences](./puzzles/robot-programming.md) | Abstract color→action rule discovery through experimentation; compose original sequences | TD |
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| 17 | [Comedy-Based NPC Persuasion](./puzzles/comedy-based-persuasion.md) | Dialogue success depends on tonal comedy matching, not logical argument or trade | SMHTR/GF |
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| 18 | [Symbol Code Translation](./puzzles/symbol-code-translation.md) | Visual symbols on artifact translate to interface actions via shape/color+order matching; applied exhaustively | TD/INDY2/KQVII/KQVIII/BS1/BS2/TLJ/SYB/GF |
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| 19 | [Robot Programming / Color-Encoded Sequences](./puzzles/robot-programming.md) | Abstract color→action rule discovery through experimentation; compose original sequences | TD/SYB |
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| 20 | [Escalating Combat Progression](./puzzles/escalating-combat-progression.md) | Sequential combat gauntlet where each victory yields weapon needed for next opponent | FT |
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---
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