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puzzle-design-kb/HIERARCHY_PROPOSAL.md

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Hierarchical Puzzle Type Organization Proposal

Proposed New Hierarchy

├── INFORMATION DISCOVERY [Parent Category]
│   ├── Multi-Faceted Plan (RENAMED: becomes "Parallel & Sequential Discovery")
│   │   ├── Parallel MFP (non-linear, independent requirements)
│   │   └── Sequential Construction (formerly Meta-Puzzle + Repair Chain subtypes)
│   │       ├── Linear Production Chains
│   │       └── Repair/Restoration Sequences
│   ├── Information Brokerage (trading network navigation)
│   ├── Environmental Storytelling Discovery (environment as information source)
│   ├── Memo Chain (distributed text fragments synthesis)
│   └── Truth Revelation (revealing hidden reality through item/action)
│
├── COGNITIVE TRANSFER [Parent Category]
│   ├── Pattern Learning / Knowledge Transfer (learn system → apply elsewhere)
│   │   ├── Combat/Dialogue Systems (MI swordfighting)
│   │   └── Extended Symbol Translation (The Dig rods, symbol matching)
│   ├── Metaphor-to-Literal Bridge (TOP LEVEL - see breakdown below)
│   │   ├── Visual Metaphor Transformation (painted tree = cherry tree)
│   │   ├── Wordplay Literalization (double-meaning as action)
│   │   └── Symbolic Identity Substitution (item represents concept → becomes that thing)
│   ├── Sensory Exploitation (exploitation of defined perceptual weakness)
│   └── Observation Replay (watch once → reproduce exactly)
│
├── SPATIAL & TEMPORAL COORDINATION [Parent Category]
│   ├── Cross-Temporal Causality (time-period causal chains)
│   │   ├── Past→Future Environmental Destruction
│   │   ├── Historical Document Alteration
│   │   └── Cross-Realm Logistics (dimensional variant as subtype, not sibling)
│   ├── Multi-Character Coordination (simultaneous action requirements)
│   │   ├── Position Lock + Action
│   │   └── Sequential Handoff with State Maintenance
│   └── Timed Consequence (urgency through narrative, not UI)
│
├── NPC INTERACTION [Parent Category]
│   ├── Comedy-Based Persuasion (humor/absurdity as solution mechanic)
│   │   ├── Escalating Absurdity Dialogue
│   │   └── Tone-Matching Character Negotiation
│   ├── Distraction + Environmental Manipulation (MERGED)
│   │   ├── NPC Distraction via Trigger Actions
│   │   └── Physical Obstruction/Environment Engineering
│   │   └── Predator Chase / Escape (as DISTRACTION variant, not separate type!)
│   └── Class-Specific Challenge (class-dependent solution paths)
│       ├── Ritual Trials
│       ├── Dueling Mechanics
│       └── Multi-Faction Diplomacy (as diplomatic subclass of ritual/trial structure)
│
├── SYSTEMS & LOGIC [Parent Category]
│   ├── Robot Programming / Logic Sequencing
│   └── Escalating Combat Progression (combat as puzzle chain, not action)
│
└── NON-STANDARD LOGIC DOMAINS [Parent Category - for edge cases]
    ├── Surreal Logic Bridge (cartoon/comedy physics)
    ├── Corporate Infiltration (MERGED: becomes Distraction + NPC Interaction combination, NOT separate type!)
        └── Rationale: SQ3 ScummSoft = disguise acquisition + stealth timing + credential theft
                  This is DISTRACTION PHYSICS (avoiding guards) + COMEDY PERSUASION (role-playing as janitor)
    └── Multi-Faction Diplomacy (moved to NPC Interaction - it's diplomatic negotiation, not "non-standard")

Changes Required

1. Corporate Infiltration → MERGE into Distributed Types

  • Corporate intrusion is NOT a distinct mechanic—it's an application context combining:
    • Distraction Physics (avoiding guards through environment)
    • Comedy-Based Persuasion ("maintain janitor role")
    • Sequential Construction (credential gathering chain)
  • Action: Delete corporate-infiltration.md, move examples to appropriate parent types:
    • SQ3 ScummSoft Janitor Disguise → NPC Distraction Physics (under stealth variant)
    • Credential theft chain → Sequential Construction (parallel subtype)

2. Predator Chase Escape → MERGE into Distraction + Timed Consequence Combination

  • Predator chase is the URGENCY FRAME, not the solution mechanic
  • Players solve through: Distraction Physics (rerouting predator) OR Combat OR Environmental manipulation
  • Action: Delete predator-chase-escape.md:
    • G1 Cop Chase example → NPC Distraction Physics + Timed Consequence
    • QFG3 Leopardman Fight → Escalating Combat Progression (if appropriate) or delete if pure action

3. Meta-Puzzle Construction & Repair Chain → Sequential Subtype of Multi-Faceted Plan

  • Both are linear requirement chains where step N feeds step N+1
  • Current distinction artificial: Repair is just Meta with "broken object" theme
  • Action: Rename and restructure:
    • meta-puzzle-construction.mdsequential-construction.md (becomes parent)
      • Add subsections for Linear Production (MI2 water filtration)
      • Add subsections for Repair/Restoration Chains (SQ3 escape pod repair)
    • Merge repair-chain-construction.md content INTO sequential-construction
    • Delete separate repair file

4. Multi-Faceted Plan → Split into Two Variations Clearly

  • Current MFP conflates parallel gathering AND sequential construction (which is Meta-Puzzle!)
  • Action: Restructure multi-faceted-plan.md to clearly define:
    • Parallel MFP (traditional, non-linear requirement gathering)
      • MI1 Voodoo Doll (4 components independently gathered)
      • SMHTR Bigfoot Totem (4 offerings from separate locations)
    • Add clear distinction section explaining why Sequential Construction is now SEPARATE type
    • Update "Related Types" to reference Sequential Construction as sibling, not variation

5. Metaphor-to-Literal → Promote to Top-Level with Subtype Breakdown

  • Currently buried in Translation & Decoding with Symbol Code (too narrow placement)
  • This is COGNITIVE TRANSFER of abstract→concrete reasoning, fundamental to adventure games
  • Examines suggest at least 2-3 distinct subtypes worth documenting separately:
    • Visual Metaphor Transformation (MI2 painted tree = cherry tree metaphor made literal)
    • Wordplay as Action (SMHTR "Bumpus vegetable" as identity proxy)
    • Symbolic Substitution (general framework for abstract→concrete bridges)
  • Action: Restructure metaphor-literal.md:
    • Promote to top-level category under COGNITIVE TRANSFER
    • Document each subtype explicitly with examples
    • Keep Symbol Code Translation as separate but RELATED type (visual matching, not metaphorical reasoning)

6. Cross-Realm Logistics → Subtype of Cross-Temporal Causality

  • "Realms" can include time periods, dimensions, or states—same underlying mechanic: causal action across separated contexts
  • TLJ Stark↔Arcadia shifts = dimensional variant of DOTT past↔present mechanics
  • OR: Keep as sibling but clarify relationship (both are "cross-boundary logistics")
  • Action (Option A): Make Cross-Realm Logistics a SECTION within cross-temporal-causality.md labeled "Dimensional Variants"
  • Action (Option B, if too distinct): Move to separate category but clarify in Related Types section that CTC and CRL share same underlying logic

7. Pattern Learning / Extended Structure

  • Symbol Code Translation currently duplicates Pattern Learning's core premise (learn rules → apply elsewhere)
  • Key distinction: SymbCode adds VISUAL SYMBOL RECOGNITION layer
  • Action: Consider merging symbol-code-translation.md INTO pattern-learning.md as "Extended Visual Translation" subsection
    • OR keep separate but document clear dependency: "extends Pattern Learning by adding visual mapping layer"

8. Comedy-Based Persuasion + Surreal Logic Bridge relationship

  • Both involve non-standard causality (humor/comedy logic)
  • Comedy Persuasion = dialogue tree choices based on tonal matching
  • Surreal Bridge = inventory actions that violate physics but follow cartoon logic
  • Action: Keep separate but document relationship in "Related Types" sections—both are NON-STANDARD DOMAINS

Summary of Structural Changes

Current File New Status Notes
meta-puzzle-construction.md Rename to sequential-construction.md, expand Absorbs repair-chain content
repair-chain-construction.md DELETE (merge into sequential) Redundant with meta-construction
multi-faceted-plan.md Restructure Split into Parallel vs Sequential clearly
corporate-infiltration.md DELETE (distribute examples) Not distinct mechanic
predator-chase-escape.md DELETE (distribute examples) Frame, not mechanic
metaphor-literal.md Promote to top-level, expand subtypes Fundamental cognitive transfer type
cross-realm-logistics.md Move to CTC section OR clarify relation Same mechanics across different boundary types
All other files Keep current, update summaries Link changes in Related Types sections

SUMMARY.md Updates Required

Current flat structure needs reorganization into:

# Puzzle Taxonomy

## Information Discovery Puzzles
- [Parallel Multi-Faceted Plans](puzzles/multi-faceted-plan.md) ← renamed section
- [Sequential Construction](puzzles/sequential-construction.md) ← new parent
- [Information Brokerage Chains](puzzles/information-brokerage.md)
- [Environmental Storytelling Discovery](puzzles/environmental-storytelling.md)
- [Memo Chain Fragments](puzzles/memo-chain.md)
- [Truth Revelation Mechanic](puzzles/truth-revelation.md)

## Cognitive Transfer Puzzles
- [Pattern Learning / Knowledge Transfer](puzzles/pattern-learning.md)
- [Symbol Code Translation](puzzles/symbol-code-translation.md) ← extended pattern learning
- [Metaphor-to-Literal Bridges](puzzles/metaphor-literal.md)
- [Sensory Exploitation](puzzles/sensory-exploitation.md)
- [Observation Replay](puzzles/observation-replay.md)

## Spatial & Temporal Coordination
- [Cross-Temporal Causality](puzzles/cross-temporal-causality.md) ← includes cross-realm section
- [Multi-Character Coordination](puzzles/multi-character-coordination.md)
- [Timed Consequence](puzzles/timed-consequence.md)

## NPC Interaction & Social Puzzles
- [Comedy-Based Persuasion](puzzles/comedy-based-persuasion.md)
- [Distraction & Environmental Manipulation](puzzles/distraction-physics.md) ← expanded name
- [Class-Specific Challenges](puzzles/class-specific-ritual.md)
- [Multi-Faction Diplomacy](puzzles/multi-faction-diplomacy.md)

## Systems & Logic Puzzles
- [Robot Programming / Color-Encoded Sequences](puzzles/robot-programming.md)
- [Escalating Combat Progression](puzzles/escalating-combat-progression.md)

## Non-Standard Logic Domains
- [Surreal Logic Bridges](puzzles/surreal-logic-bridge.md)

Cross-Reference Update Checklist

  1. Remove "Related Types" references to deleted files:

    • Any mentions of corporate-infiltration → redirect to Distraction + Sequential combo
    • Any mentions of predator-chase-escape → redirect to Timed Consequence or Combat
  2. Update Multi-Faceted Plan internal references:

    • Remove claim that Sequential Construction is "variation" (now separate type)
    • Clarify distinction in Related Types table
  3. Expand Metaphor-to-Literal Related Types section:

    • Add connections to Comedy Persuasion and Surreal Logic Bridge
    • Document relationship with Pattern Learning (both are cognitive transfer, different directions)
  4. Cross-Temporal Causality section on Cross-Realm:

    • Either integrate examples OR document that CRL exists for dimensional variants specifically
    • Clarify in Related Types section
  5. Update all Inspiration game pages:

    • Link references to corporate-infiltration → new appropriate types
    • Link references to meta-puzzle-constructionsequential-construction
    • Verify all puzzle examples link to correct hierarchy position
  1. Create sequential-construction.md (rename meta-puzzle, merge repair-chain content)
  2. Delete repair-chain-construction.md (after verification of merge)
  3. Restructure multi-faceted-plan.md with Parallel vs Sequential distinction
  4. Delete corporate-infiltration.md (distribute SQ3 example to Distraction + Sequential sections)
  5. Delete predator-chase-escape.md (distribute examples to Timed Consequence / Combat)
  6. Restructure metaphor-literal.md with explicit subtype breakdowns
  7. Decide on Cross-Realm Logistics: Integrate or separate but clarify relationship
  8. Update all Related Types sections across remaining files
  9. Update SUMMARY.md with new hierarchical structure
  10. Audit Inspiration pages to fix any broken links

Questions Before Proceeding

  1. Should Cross-Realm Logistics be FULLY integrated into CTC as a section, or kept separate but clarified?
  2. Is Symbol Code Translation worth keeping separate from Pattern Learning, or merge them?
  3. Should I propose new parent category files with overview content (like "Information Discovery" explaining the domain)?