# Observation Replay **Information Architecture**: Game presents a procedural sequence once, under observation-only conditions (guard present, locked door, NPC interference). Player cannot interact during the demonstration. **Player Action Pattern**: Watch and memorize the exact sequence of actions or values. Return when guard/interference is absent. Replay sequence precisely to unlock new access. **Core Mechanic**: Single viewing + exact reproduction = reward. Information is presented in correct order once; puzzle difficulty emerges from memory load plus opportunity management. **Variations**: - Numeric sequences (safe combinations, door codes) - Action sequences (push/pull patterns, dance moves) - Visual patterns (light arrangements, color orders) **Adventure Game Implementation**: - NPC performs action while blocking player interaction - Cutscene triggers once, cannot be rewound - Player must note sequence through observation alone - Return later when conditions allow replication - Standard actions (USE TALK LOOK) applied in memorized order **Example Structure**: ``` Player needs: Access to [LOCKED_LOCATION] Discovery Phase: → Approach [LOC] and observe [NPC] perform exact sequence: "Watch as guard opens safe: PULL-15, PUSH-3, PULL-27" → Blocked from interacting ("Can't touch while watched!") Return Phase: → Create opportunity (distract NPC, wait for departure) → Apply memorized sequence to [OBJECT] with same standard actions: USE safe → PULL handle 15 times... → Reward unlocked ``` **King's Quest VI Parallel**: None identified in walkthrough. **Monkey Island Examples**: - **Safe Combination**: Storekeeper opens safe while player watches (notes combination). Later, when storekeeper leaves shop unsupervised after going to find Sword Master, player returns and enters exact PULL/PUSH sequence he observed. --- ## Related Types - **Multi-Faceted Plan**: Requires synthesis of multiple requirements discovered at different times - **Timed Consequence**: Both involve missing opportunities, but OR is about *memory* + *timing* while TC is about narrative urgency - **Information Brokerage**: Both involve NPCs as information sources, but OR focuses on *action sequences* not exchange networks