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puzzle-design-kb/docs/puzzles/observation-replay.md

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# 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