Organize adventure game resources into 7 category subdirectories
Created category structure: - criticism/ (5 articles) - Design critiques and anti-patterns - defense/ (2 articles) - Praise and genre defense - puzzle-design/ (7 articles) - Puzzle mechanics and methodology - technical/ (4 articles) - SCUMM and engineering history - history/ (6 articles) - Genre evolution and decline analysis - moon-logic/ (5 articles) - Moon logic puzzle psychology - community/ (2 articles) - Community discussions and analysis Each category has README.md with summaries and key themes. Main index.md updated to link to all categories.
This commit is contained in:
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src/resources/community/README.md
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# Community
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Community discussions, analysis series, and collaborative resources from the adventure game design community.
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## Articles
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| File | Title | Source | Summary |
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|------|-------|--------|---------|
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| `puzzle-design-adventure-games-stackexchange.md` | Puzzle Design in Adventure Games | Stack Exchange | Developer Q&A on puzzle design techniques, classification systems, and whether to design story or puzzles first. |
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| `unpoint-unclick-adventure-game-analysis.md` | Unpoint/Unclick | Christopher Sacchi | Ongoing analysis series deconstructing point-and-click adventure games using puzzle dependency charts (as described by Ron Gilbert). |
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## Key Themes
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- **Puzzle dependency analysis** - Systematic breakdown of puzzle relationships in existing games
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- **Community knowledge sharing** - How developers learn from each other through analysis
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- **Practical methodology** - Hands-on techniques for learning and improving adventure game design
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- **Game analysis** - Deconstruction methodology for understanding what makes adventure games work
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## Related Resources
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- **Ron Gilbert on Puzzle Dependency Charts**: See `lucasarts-puzzle-dependency-charts.md` in the Puzzle Design section for the foundational technique used in analysis.
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- **Game Developer Stack Exchange**: [puzzling.stackexchange.com](https://puzzling.stackexchange.com) for general puzzle design discussion.
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## Usage
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These articles represent the community's own efforts to systematize adventure game design knowledge, showing how practitioners analyze and learn from existing games.
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src/resources/criticism/README.md
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# Criticism & Self-Improvement
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Articles critiquing adventure games and providing design guidance for making better games.
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## Articles
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| File | Title | Source | Summary |
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|------|-------|--------|---------|
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| `10-things-hate-adventure-games.md` | 10 Things I Hate About Adventure Games | Hande's Blog (Hannu Mäkinen) | A developer's personal critique listing common adventure game design frustrations that frustrate both players and designers. |
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| `14-deadly-sins-graphic-adventure-design-filfre.md` | The 14 Deadly Sins of Graphic-Adventure Design | FilFre (Jimmy Maher) | Historical catalog of common adventure game design failures, using Space Quest and Uninvited as primary examples of what not to do. |
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| `seven-deadly-sins-adventure-games.md` | Seven Deadly Sins of Adventure Games | Game Developer (Adrian Chmielarz) | Modern analysis of how core adventure game mechanics contributed to genre death, examining issues from cinematic wannabes to undisciplined writing. |
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| `why-adventure-games-suck-ron-gilbert.md` | Why Adventure Games Suck | Grumpy Gamer (Ron Gilbert) | Ron Gilbert's original 1989 manifesto on adventure game design failures—the most influential critique ever written on the subject. |
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| `flaws-undead-genre-point-click-adventures.md` | Flaws of an Undead Genre | Game Developer | Modern Twitter-sourced critique examining why point-and-click adventures remain difficult to market and what players still dislike about the genre. |
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## Key Themes
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- **Dead ends and unwinnable states** - Games that lock players out without warning
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- **Moon logic puzzles** - Solutions that require impossible-to-guess combinations
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- **Pixel hunting** - Hidden items that reward exhaustive clicking rather than logic
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- **Poor feedback** - Lack of clear goals and progression signals
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- **Missing playtesting** - Designs that work for creators but not players
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## Usage
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These articles form the foundation of anti-patterns that the Puzzle Design Handbook documents. Each "sin" represents a failure mode designers should avoid.
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src/resources/defense/README.md
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# Defense & Praise
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Articles defending adventure games and articulating what makes the genre worthwhile.
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## Articles
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| File | Title | Source | Summary |
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|------|-------|--------|---------|
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| `why-adventure-games-rock-tickstales.md` | Why Adventure Games Rock | Tick's Tales (Bryce Covert) | A developer's research series examining what makes adventure games work—using King's Quest V as a case study for exploration-based progression. |
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| `what-makes-great-point-click-adventure.md` | What Makes a Great Point-and-Click Adventure | Moon Logical Blog | Personal criteria for great adventure games covering story, characters, puzzles, logic, interface, writing, art, voice acting, and sound design. |
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## Key Themes
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- **Exploration as reward** - Progress through discovery, not just puzzle-solving
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- **Story-mechanic integration** - Puzzles that feel organic to the narrative
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- **Logical consistency** - Internal rules that players can learn and rely upon
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- **Character-driven design** - Memorable characters that enhance the experience
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- **Atmospheric art direction** - Visual styles that establish mood and immersion
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## Usage
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These articles provide affirmative design principles that contrast with the Criticism section. They represent what designers should pursue, not just what to avoid.
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src/resources/history/README.md
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# History & Analysis
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Articles examining the adventure game genre's evolution, decline, and the factors that shaped its history.
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## Articles
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| File | Title | Source | Summary |
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|------|-------|--------|---------|
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| `fall-point-click-adventure-game.md` | The Fall of the Point-and-Click Adventure Game | Game Developer | Analysis of how internet walkthroughs fundamentally changed point-and-click viability and the challenge of designing puzzles that don't require external assistance. |
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| `who-really-killed-adventure-games.md` | Who Really Killed Adventure Games? | Slatt Studio | Argument that hardware progress enabled other genres to offer "exploration experiences" that adventure games couldn't replicate without fundamental mechanic changes. |
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| `death-of-adventure-games-part-1.md` | Death and Rebirth of Adventure Games Part 1 | Genesis Temple | First in a series examining the FMV era, 3D revolution, and how LucasArts and Sierra's decline led to genre collapse. |
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| `death-rebirth-adventure-games-part-3.md` | Death and Rebirth Part 3 | Genesis Temple | Analysis of the Kickstarter era and Double Fine's 2012 campaign as a turning point for reviving classic 2D adventure gaming. |
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| `without-readability-decline-adventure-games.md` | Without Readability | Game Developer | Argument that adventure games' combinatorial action space (768 possible actions) created poor "readability" where players couldn't understand game dynamics. |
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| `thimbleweed-park-ron-gilbert-rockpapershotgun.md` | Thimbleweed Park Preview | Rock Paper Shotgun | Ron Gilbert interview on making adventure games that don't suck, discussing his return to the genre with Thimbleweed Park. |
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## Key Themes
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- **Genre death causes** - FMV era, 3D revolution, market forces
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- **Exploration experience** - What made adventure games unique and irreplaceable
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- **Hardware constraints** - How technical limitations shaped genre possibilities
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- **Kickstarter revival** - Community-driven resurrection of classic adventure gaming
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- **Design lessons learned** - How modern developers apply historical knowledge
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## Usage
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These articles provide historical context for understanding why certain design patterns became dominant and how the genre's低谷 shaped modern adventure game design philosophy.
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A collection of reference articles on adventure game puzzle design, collected for the Puzzle Design Handbook project.
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## Articles Index
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## Category Index
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| # | Title | Source | Description |
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|---|-------|--------|-------------|
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| 1 | Why Adventure Games Suck | GrumpyGamer (Ron Gilbert) | Ron Gilbert's original manifesto on why adventure games fail |
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| 2 | Why Adventure Games Rock | TicksTales | Counterpoint article defending adventure games |
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| 3 | Thimbleweed Park Preview | Rock Paper Shotgun | Ron Gilbert interview on making adventure games that don't suck |
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| 4 | 14 Deadly Sins of Graphic Adventure Design | FilFre (Jim Chambers) | Catalog of common adventure game design failures |
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| 5 | Monkey Island Analysis | FilFre (Jim Chambers) | How Ron Gilbert made an adventure game that didn't suck |
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| 6 | Flaws of an Undead Genre | Game Developer | What's wrong with point-and-click adventures |
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| 7 | Seven Deadly Sins of Adventure Games | Game Developer | Seven design sins specific to adventure games |
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| 8 | Without Readability | Game Developer | Analysis of adventure games' decline related to UI |
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| 9 | The Fall of the Point-and-Click Adventure Game | Game Developer | Historical analysis of the genre's fall |
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| 10 | Monkey Island 2 Puzzle Design | Game Developer | Analyzing puzzle dependencies and balancing |
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| 11 | LucasArts Puzzle Dependency Charts | Game Developer | The technique LucasArts used for classic adventure puzzles |
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| 12 | SCUMM Design Documents | Game Developer | SCUMM co-creator digs up game design treasure |
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| 13 | The SCUMM Diary | Game Developer | Stories behind one of the greatest game engines |
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| 14 | Puzzle Game Design Principles | Game Developer | Puzzle game design principles and levels template |
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| 15 | Adventure Puzzle Design | Stanislav Costiuc | Design patterns for adventure game puzzles |
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| 16 | Renpy Point & Click Tutorial: Puzzle Design | West of Entropy | Renpy tutorial covering puzzle design basics |
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| 17 | Unpoint/Unclick | Christopher Sacchi | Adventure game design analysis |
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| 18 | Puzzle Design in Adventure Games | Stack Exchange | Community Q&A on adventure game puzzle design |
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| 19 | Adventure Game Puzzles: Unlocking Secrets | Adventure Classic Gaming | Analysis of puzzle mechanics and secrets |
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| 20 | Who Really Killed Adventure Games? | Slatt Studio | Investigation into the genre's decline |
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| 21 | Death of Adventure Games Part 1 | Genesis Temple | First part of adventure games death analysis |
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| 22 | Death and Rebirth of Adventure Games Part 3 | Genesis Temple | Third part examining false hopes and promises |
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| 23 | Moon Logic and Divergent Thinking | Simply Put Psych | Psychological perspective on moon logic puzzles |
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| 24 | What Makes a Great Point-and-Click Adventure | Moon Logical Blog | Analysis of what makes great adventure games |
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| 25 | PC Gamer on Moon Logic | PC Gamer | Article on why we tolerate moon logic puzzles |
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| 26 | Moon Logic Puzzle | TV Tropes | TV Tropes catalog of moon logic puzzle examples |
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| 27 | Moon Logic Adventure Games | TV Tropes | TV Tropes specifically on adventure game moon logic |
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| 28 | Moon Logic Reddit Discussion | Reddit r/gamedesign | Community discussion on what constitutes moon logic |
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| 29 | 10 Things I Hate About Adventure Games | The Hande | Developer perspective on adventure game frustrations |
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| 30 | SCUMM Interview (IGN) | IGN | Classic Ron Gilbert SCUMM interview |
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| Category | Description | Count |
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|----------|-------------|-------|
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| [Criticism & Self-Improvement](./criticism/) | Articles critiquing adventure games and providing design guidance | 5 |
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| [Defense & Praise](./defense/) | Articles defending adventure games and articulating what makes the genre work | 2 |
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| [Puzzle Design](./puzzle-design/) | Technical articles on puzzle mechanics, design patterns, and construction | 7 |
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| [Technical & Engineering](./technical/) | SCUMM, LucasArts development practices, and engineering history | 4 |
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| [History & Analysis](./history/) | Historical analyses of the adventure game genre's evolution and decline | 6 |
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| [Moon Logic](./moon-logic/) | The specific phenomenon of moon logic puzzles and player psychology | 5 |
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| [Community](./community/) | Community discussions and collaborative analysis resources | 2 |
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## Quick Reference by Topic
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**Foundational Design Rules:**
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- [Why Adventure Games Suck](./criticism/why-adventure-games-suck-ron-gilbert.md) — Ron Gilbert's original 1989 manifesto
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- [14 Deadly Sins](./criticism/14-deadly-sins-graphic-adventure-design-filfre.md) — Catalog of common failures
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**Puzzle Design Methodology:**
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- [LucasArts Puzzle Dependency Charts](./puzzle-design/lucasarts-puzzle-dependency-charts.md) — Core technique for mapping puzzle relationships
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- [Monkey Island 2 Analysis](./puzzle-design/monkey-island-2-puzzle-design.md) — Practical application of dependency charts
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**Moon Logic Understanding:**
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- [Moon Logic Overview](./moon-logic/moon-logic-puzzle-tvtropes.md) — Definition and examples
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- [Psychological Perspective](./moon-logic/moon-logic-divergent-thinking.md) — Why players attempt unusual solutions
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**Historical Context:**
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- [Death & Rebirth Series](./history/death-of-adventure-games-part-1.md) — Three-part genre history
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- [Who Really Killed Adventure Games](./history/who-really-killed-adventure-games.md) — Alternative perspective on genre decline
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## Failed Downloads
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@@ -50,3 +45,15 @@ The following articles could not be downloaded due to access restrictions:
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## Usage
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These articles provide supplementary reference material for the Puzzle Design Handbook. They are referenced in the Inspiration section where relevant puzzle analyses connect to specific design patterns documented in the Playbook.
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## Organization
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Articles are organized into seven categories reflecting different aspects of adventure game design:
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1. **Criticism** documents what NOT to do—anti-patterns and failure modes
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2. **Defense** articulates what makes adventure games worth playing
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3. **Puzzle Design** provides technical methodology for constructing puzzles
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4. **Technical** covers the engineering infrastructure of classic adventure games
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5. **History** provides context for how the genre evolved and why it declined
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6. **Moon Logic** specifically examines one of the genre's most notorious characteristics
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7. **Community** shows how practitioners analyze and share design knowledge
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# Moon Logic
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Articles examining the specific phenomenon of "moon logic" puzzles—solutions that seem logical only in the game's unrealistic world rather than real-world reasoning.
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## Articles
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| File | Title | Source | Summary |
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|------|-------|--------|---------|
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| `moon-logic-adventure-games-tvtropes.md` | Moon Logic Puzzle: Adventure Games | TV Tropes | Catalog of infamous moon logic puzzle examples specifically in adventure games, with annotated problem cases. |
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| `moon-logic-divergent-thinking.md` | Moon Logic and Divergent Thinking | Simply Put Psych | Psychological perspective analyzing whether moon logic puzzles require "divergent thinking" or represent design failures. |
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| `moon-logic-puzzle-tvtropes.md` | Moon Logic Puzzle | TV Tropes | General TV Tropes entry defining moon logic as puzzles whose solutions make sense only within the game's alternate logic. |
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| `moon-logic-reddit-discussion.md` | Moon Logic Reddit Discussion | Reddit r/gamedesign | Community discussion on where the threshold for "real" moon logic lies and whether beyond-basic puzzles inevitably become moon logic. |
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| `pcgamer-moon-logic-classic-adventure.md` | PC Gamer on Moon Logic | PC Gamer | Article examining why players tolerated moon logic puzzles in classic adventures and whether modern design has lost something. |
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## Key Themes
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- **Definition problem** - What actually constitutes moon logic vs. legitimate challenge?
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- **Psychological appeal** - Why some players enjoy moon logic despite frustration
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- **Design failure vs. feature** - Whether moon logic represents poor design or genre character
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- **Historical tolerance** - How context (no internet, different expectations) affected acceptance
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- **Modern alternatives** - How modern adventure games avoid or embrace moon logic
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## Usage
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These articles help define and contextualize one of adventure gaming's most notorious characteristics, providing nuance for the Puzzle Design Handbook's treatment of puzzle difficulty and logical consistency.
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# Puzzle Design
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Articles specifically focused on adventure game puzzle mechanics, design patterns, and construction techniques.
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## Articles
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| File | Title | Source | Summary |
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|------|-------|--------|---------|
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| `adventure-game-puzzles-unlocking-secrets.md` | Adventure Game Puzzles: Unlocking Secrets | Adventure Classic Gaming | Classification of puzzle types (interaction, mini-game, riddle, inventory, pattern, implicit information) with analysis of how they relate to gameplay. |
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| `adventure-puzzle-design-stanislav-costiuc.md` | Adventure Puzzle Design | Stanislav Costiuc | Design patterns for creating logical puzzles without non-sensical solutions, covering internal logic, the inception principle, and puzzle-story integration. |
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| `lucasarts-puzzle-dependency-charts.md` | LucasArts Puzzle Dependency Charts | Game Developer (Noah Falstein) | The technique Ron Gilbert developed for breaking adventure games into flowcharts of objectives and solutions—making puzzles "bushy" and avoiding linearity. |
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| `monkey-island-2-puzzle-design.md` | Monkey Island 2 Puzzle Design | Marcus | Detailed analysis of Monkey Island 2's puzzle dependencies showing how four parallel puzzle chains balance item count, characters, and room visits. |
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| `puzzle-design-adventure-games-stackexchange.md` | Puzzle Design in Adventure Games | Stack Exchange | Community Q&A gathering techniques including puzzle classifications, TRIZ creative problem-solving, and designing situations rather than puzzles. |
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| `puzzle-game-design-principles-template.md` | Puzzle Game Design Principles | Game Developer | General puzzle design principles covering clear objectives, logical consistency, progressive difficulty, fair feedback, and multiple solution paths. |
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| `renpy-point-click-tutorial-puzzle-design.md` | Renpy Point & Click Tutorial: Puzzle Design | West of Entropy | Practical tutorial examining fairness, possibility space, creativity, and comprehensibility in puzzle design with historical context. |
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## Key Themes
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- **Puzzle dependency charts** - Visual tools for mapping puzzle relationships and parallelism
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- **Fairness through clarity** - Making sure players understand goals and can reason toward solutions
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- **Puzzle classification** - Understanding different puzzle types and when to use each
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- **Balancing difficulty** - Parallel puzzle chains that provide choice without frustration
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- **Internal logic** - Establishing consistent rules players can rely upon
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## Usage
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These articles provide the core technical knowledge for the Puzzle Design Handbook's Playbook section, documenting specific puzzle patterns and design methodologies.
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# Technical & Engineering
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Articles about the technical infrastructure that enabled classic adventure games, particularly SCUMM and LucasArts development practices.
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## Articles
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| File | Title | Source | Summary |
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|------|-------|--------|---------|
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| `scumm-design-documents-game-developer.md` | SCUMM Design Documents | Game Developer | SCUMM co-creator Aric Wilmunder's treasure trove of historical design documents from LucasArts classics including Monkey Island and Day of the Tentacle. |
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| `scumm-diary-game-developer.md` | The SCUMM Diary | Game Developer | Stories behind SCUMM's development including multi-tasking architecture, tokenized command system, and how it enabled rapid game prototyping. |
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| `scumm-interview-ron-gilbert-ign.md` | SCUMM Interview | IGN | Classic interview with Ron Gilbert on how SCUMM was created and the technical decisions that shaped adventure game development. |
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| `monkey-island-ron-gilbert-filfre.md` | Monkey Island (How Ron Gilbert Made an Adventure Game That Didn't Suck) | FilFre (Jimmy Maher) | Historical analysis of The Secret of Monkey Island's development, including Gilbert's "Why Adventure Games Suck" manifesto and its implementation. |
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## Key Themes
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- **SCUMM architecture** - The "Script Creation Utility for Maniac Mansion" and its revolutionary design
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- **Tokenized commands** - Efficient encoding of player actions into compact data
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- **Multi-tasking scripts** - Concurrent script execution enabling complex world behaviors
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- **Rapid prototyping** - How SCUMM allowed quick iteration on game ideas
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- **Cross-platform portability** - Interpreted language advantages for multi-machine support
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## Usage
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These articles provide historical context for how classic adventure games were technically constructed, relevant to understanding why certain design patterns emerged and how modern developers might apply similar techniques.
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# TODO List for Adventure Game Design Articles Download
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# TODO List for Adventure Game Design Articles Organization
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## Task: Download and save 35 adventure game design articles
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## Task: Organize resources into logical category structure
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- [x] Batch 1: Articles 1-12 (GrumpyGamer, TicksTales, RockPaperShotgun, VentureBeat, FilFre articles) - 11/12 saved
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- [x] Batch 2: Articles 13-23 (GameDeveloper articles, StanislavCostiuc, JoseRafaelPerez, WestOfEntropy, ChristopherSacchi, StackExchange, AdventureClassicGaming, SlattStudio, GenesisTemple) - 10/11 saved
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- [x] Batch 3: Articles 24-35 (GenesisTemple continued, BrainBaking, SimplyPutPsych, MoonLogicalBlog, PCGamer, TVTropes, Reddit, TheHande, Vogons, IGN, Medium) - 8/12 saved
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- [x] Retry failed articles - 1/6 additional saved
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- [x] Create index.md file listing all resources with brief descriptions
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- [x] Read all articles to understand content
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- [x] Analyze and categorize articles into logical groups
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- [x] Create category subdirectories with README files
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- [x] Write 1-2 sentence summaries for each article
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- [x] Move files to appropriate subdirectories
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- [x] Create reorganized index.md with category structure
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- [x] Commit changes
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## Final Results: 30 articles saved, 5 failed (rate limits/403/404)
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## Article Categories Created
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## Failed URLs (blocked):
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- VentureBeat (rate limited)
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- joserafaelperez.com (404)
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- brainbaking.com (connection closed)
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- vogons.org (403)
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- Medium (403)
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### 1. Criticism & Self-Improvement (5 articles)
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||||
Articles critiquing adventure games and suggesting design improvements
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### 2. Defense & Praise (2 articles)
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Articles defending and praising adventure games
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### 3. Puzzle Design (7 articles)
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Articles specifically about puzzle mechanics and design
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### 4. Technical/Engineering (4 articles)
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SCUMM, LucasArts techniques, engineering aspects
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### 5. History & Analysis (6 articles)
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Historical analyses of the adventure game genre
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### 6. Moon Logic (5 articles)
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||||
Specific topic - moon logic puzzles and psychology
|
||||
|
||||
### 7. Community (2 articles)
|
||||
Community discussions, Reddit, StackExchange
|
||||
|
||||
## Summary
|
||||
|
||||
Organized 31 articles into 7 category subdirectories:
|
||||
- criticism/ (5 articles)
|
||||
- defense/ (2 articles)
|
||||
- puzzle-design/ (7 articles)
|
||||
- technical/ (4 articles)
|
||||
- history/ (6 articles)
|
||||
- moon-logic/ (5 articles)
|
||||
- community/ (2 articles)
|
||||
|
||||
Each category has a README.md with summaries and key themes.
|
||||
Main index.md updated to link to all categories.
|
||||
|
||||
Reference in New Issue
Block a user