# Multi-Faceted Plan Puzzle ## Mechanic Definition The player receives requirements for a solution incrementally—some explicit, some implicit—through failed attempts, character dialogue, and world state observation. The puzzle is "solved" not by executing a single action, but by assembling a complete mental model of what's needed. ## Information Architecture **Conveyance Method**: Partial disclosure - Initial contact: Player learns *something* is needed, but not what - Failed attempts: Reveal what is missing through character reactions or internal monologue - Synthesis: Player combines scattered clues to form complete requirements **Player Action Pattern**: 1. Attempt solution → fails → learn gap 2. Address gap → attempt again → learn next gap 3. Repeat until complete mental model assembled 4. Execute complete plan **Core Mechanic**: The puzzle exists in the player's notebook/information management, not in the UI. No checklist is provided. ## Design Rationale - Rewards deep world engagement—talking to NPCs, exploring thoroughly - Creates "designer collaboration" feeling—the player feels they built the solution - Avoids "fetch quest" feel by requiring synthesis, not collection - Failure is informative, not punitive ## Why It's Effective The satisfaction comes from the synthesis moment—realizing "I need all three of these" after discovering each requirement in different contexts. This is distinct from "collect 3 items" because the player *must* infer the collection list themselves. ## Mechanic Variations | Variation | Information Conveyance | Solution Discovery | |-----------|----------------------|-------------------| | Dialogue-driven | NPCs mention missing components indirectly | Player must connect separate conversations | | Environmental | World state changes after partial completion | Player notices what's now accessible | | Trial-and-error | Failed attempts explicitly state what's missing | Player iterates through gaps | | Deduction | Partial info requires logical inference | Player pieces together from clues | ## Generic Example Structure **Initial State**: Player faces obstacle. Attempting to overcome fails with feedback. **Information Flow**: - Character A mentions needing "something from the east" - Character B mentions "I haven't seen [item] since [location]" - Examining [location] reveals [item] is present but requires [action] - Completing [action] provides [item] - Returning to obstacle with [item] reveals *another* requirement **Player synthesizes**: The complete solution is never stated; player builds it from fragments. ## Game Examples ### Monkey Island II: Voodoo Doll Construction (Largo) **Requirement Discovery**: 1. Talk to Voodoo Lady → Learn 4 categories needed: Thread, Head, Body, Dead 2. **No single source explains all four sub-requirements**; player must explore each category **Incremental Solution Assembly**: - **Thread**: Access Largo's room (requires innkeeper distraction via escaped alligator) → laundry ticket → trade at laundromat for pearly-white bra - **Head**: Same room access → pick up toupee with lice - **Body**: Bar scene shows Largo spitting on wall → collect paper from cartographer → absorb spit - **Dead**: Cemetery exploration → find ancestor tombstone → dig grave with shovel (torn from signpost) **Synthesis**: Player must track 4 categorical requirements, each solved by distinct sub-puzzles. No explicit checklist; discovery through failed assumptions ("I can't get his clothes directly" → "Maybe laundry works?"). ### King's Quest VI: [Pending walkthrough re-analysis] --- ## Related Types - **Pattern Learning/Knowledge Transfer**: Both involve multi-step processes, but KT is about *same system in different domain* whereas MFP is about *different requirements for single goal* - **Meta-puzzle Construction (below)**: Distinct from pure Multi-Faceted Plan by requiring sequential interdependence rather than parallel requirement gathering ## Meta-puzzle Construction Variation A subtype of Multi-Faceted Plan where component puzzles must be COMPLETED in sequence, each enabling the next. Unlike standard MFP's parallel track gathering: | Standard MFP | Meta-puzzle Construction | |--------------|-------------------------| | Four ingredients can be found in any order | Each step unlocks next puzzle state | | Synthesis = all requirements assembled | Synthesis = correct sequence discovered | | Example: Voodoo doll (all 4 gathered independently) | Example: Dinky Island water filtration | **Dinky Island Water Filtration (MI2)**: 1. Find bottle → break on rock to get crowbar 2. Open barrel with crowbar → obtain cracker 3. Feed cracker to parrot → receive still activation clue 4. Use broken bottle as still intake → produce distilled water 5. Use water + box of cracker mix → more crackers for remaining directions Each component *depends* on previous step's output; parallel gathering impossible.