228 lines
13 KiB
Markdown
228 lines
13 KiB
Markdown
# Hierarchical Puzzle Type Organization Proposal
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## Proposed New Hierarchy
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```
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├── INFORMATION DISCOVERY [Parent Category]
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│ ├── Multi-Faceted Plan (RENAMED: becomes "Parallel & Sequential Discovery")
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│ │ ├── Parallel MFP (non-linear, independent requirements)
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│ │ └── Sequential Construction (formerly Meta-Puzzle + Repair Chain subtypes)
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│ │ ├── Linear Production Chains
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│ │ └── Repair/Restoration Sequences
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│ ├── Information Brokerage (trading network navigation)
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│ ├── Environmental Storytelling Discovery (environment as information source)
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│ ├── Memo Chain (distributed text fragments synthesis)
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│ └── Truth Revelation (revealing hidden reality through item/action)
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│
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├── COGNITIVE TRANSFER [Parent Category]
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│ ├── Pattern Learning / Knowledge Transfer (learn system → apply elsewhere)
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│ │ ├── Combat/Dialogue Systems (MI swordfighting)
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│ │ └── Extended Symbol Translation (The Dig rods, symbol matching)
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│ ├── Metaphor-to-Literal Bridge (TOP LEVEL - see breakdown below)
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│ │ ├── Visual Metaphor Transformation (painted tree = cherry tree)
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│ │ ├── Wordplay Literalization (double-meaning as action)
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│ │ └── Symbolic Identity Substitution (item represents concept → becomes that thing)
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│ ├── Sensory Exploitation (exploitation of defined perceptual weakness)
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│ └── Observation Replay (watch once → reproduce exactly)
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│
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├── SPATIAL & TEMPORAL COORDINATION [Parent Category]
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│ ├── Cross-Temporal Causality (time-period causal chains)
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│ │ ├── Past→Future Environmental Destruction
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│ │ ├── Historical Document Alteration
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│ │ └── Cross-Realm Logistics (dimensional variant as subtype, not sibling)
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│ ├── Multi-Character Coordination (simultaneous action requirements)
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│ │ ├── Position Lock + Action
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│ │ └── Sequential Handoff with State Maintenance
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│ └── Timed Consequence (urgency through narrative, not UI)
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│
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├── NPC INTERACTION [Parent Category]
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│ ├── Comedy-Based Persuasion (humor/absurdity as solution mechanic)
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│ │ ├── Escalating Absurdity Dialogue
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│ │ └── Tone-Matching Character Negotiation
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│ ├── Distraction + Environmental Manipulation (MERGED)
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│ │ ├── NPC Distraction via Trigger Actions
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│ │ └── Physical Obstruction/Environment Engineering
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│ │ └── Predator Chase / Escape (as DISTRACTION variant, not separate type!)
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│ └── Class-Specific Challenge (class-dependent solution paths)
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│ ├── Ritual Trials
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│ ├── Dueling Mechanics
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│ └── Multi-Faction Diplomacy (as diplomatic subclass of ritual/trial structure)
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│
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├── SYSTEMS & LOGIC [Parent Category]
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│ ├── Robot Programming / Logic Sequencing
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│ └── Escalating Combat Progression (combat as puzzle chain, not action)
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│
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└── NON-STANDARD LOGIC DOMAINS [Parent Category - for edge cases]
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├── Surreal Logic Bridge (cartoon/comedy physics)
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├── Corporate Infiltration (MERGED: becomes Distraction + NPC Interaction combination, NOT separate type!)
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└── Rationale: SQ3 ScummSoft = disguise acquisition + stealth timing + credential theft
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This is DISTRACTION PHYSICS (avoiding guards) + COMEDY PERSUASION (role-playing as janitor)
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└── Multi-Faction Diplomacy (moved to NPC Interaction - it's diplomatic negotiation, not "non-standard")
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```
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## Changes Required
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### 1. **Corporate Infiltration → MERGE into Distributed Types**
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- Corporate intrusion is NOT a distinct mechanic—it's an application context combining:
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- Distraction Physics (avoiding guards through environment)
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- Comedy-Based Persuasion ("maintain janitor role")
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- Sequential Construction (credential gathering chain)
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- **Action**: Delete `corporate-infiltration.md`, move examples to appropriate parent types:
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- SQ3 ScummSoft Janitor Disguise → NPC Distraction Physics (under stealth variant)
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- Credential theft chain → Sequential Construction (parallel subtype)
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### 2. **Predator Chase Escape → MERGE into Distraction + Timed Consequence Combination**
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- Predator chase is the URGENCY FRAME, not the solution mechanic
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- Players solve through: Distraction Physics (rerouting predator) OR Combat OR Environmental manipulation
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- **Action**: Delete `predator-chase-escape.md`:
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- G1 Cop Chase example → NPC Distraction Physics + Timed Consequence
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- QFG3 Leopardman Fight → Escalating Combat Progression (if appropriate) or delete if pure action
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### 3. **Meta-Puzzle Construction & Repair Chain → Sequential Subtype of Multi-Faceted Plan**
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- Both are linear requirement chains where step N feeds step N+1
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- Current distinction artificial: Repair is just Meta with "broken object" theme
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- **Action**: Rename and restructure:
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- `meta-puzzle-construction.md` → `sequential-construction.md` (becomes parent)
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- Add subsections for Linear Production (MI2 water filtration)
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- Add subsections for Repair/Restoration Chains (SQ3 escape pod repair)
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- Merge `repair-chain-construction.md` content INTO sequential-construction
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- Delete separate repair file
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### 4. **Multi-Faceted Plan → Split into Two Variations Clearly**
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- Current MFP conflates parallel gathering AND sequential construction (which is Meta-Puzzle!)
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- **Action**: Restructure `multi-faceted-plan.md` to clearly define:
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- **Parallel MFP** (traditional, non-linear requirement gathering)
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- MI1 Voodoo Doll (4 components independently gathered)
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- SMHTR Bigfoot Totem (4 offerings from separate locations)
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- Add clear distinction section explaining why Sequential Construction is now SEPARATE type
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- Update "Related Types" to reference Sequential Construction as sibling, not variation
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### 5. **Metaphor-to-Literal → Promote to Top-Level with Subtype Breakdown**
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- Currently buried in Translation & Decoding with Symbol Code (too narrow placement)
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- This is COGNITIVE TRANSFER of abstract→concrete reasoning, fundamental to adventure games
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- Examines suggest at least 2-3 distinct subtypes worth documenting separately:
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- Visual Metaphor Transformation (MI2 painted tree = cherry tree metaphor made literal)
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- Wordplay as Action (SMHTR "Bumpus vegetable" as identity proxy)
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- Symbolic Substitution (general framework for abstract→concrete bridges)
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- **Action**: Restructure `metaphor-literal.md`:
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- Promote to top-level category under COGNITIVE TRANSFER
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- Document each subtype explicitly with examples
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- Keep Symbol Code Translation as separate but RELATED type (visual matching, not metaphorical reasoning)
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### 6. **Cross-Realm Logistics → Subtype of Cross-Temporal Causality**
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- "Realms" can include time periods, dimensions, or states—same underlying mechanic: causal action across separated contexts
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- TLJ Stark↔Arcadia shifts = dimensional variant of DOTT past↔present mechanics
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- OR: Keep as sibling but clarify relationship (both are "cross-boundary logistics")
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- **Action** (Option A): Make Cross-Realm Logistics a SECTION within `cross-temporal-causality.md` labeled "Dimensional Variants"
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- **Action** (Option B, if too distinct): Move to separate category but clarify in Related Types section that CTC and CRL share same underlying logic
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### 7. **Pattern Learning / Extended Structure**
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- Symbol Code Translation currently duplicates Pattern Learning's core premise (learn rules → apply elsewhere)
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- Key distinction: SymbCode adds VISUAL SYMBOL RECOGNITION layer
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- **Action**: Consider merging `symbol-code-translation.md` INTO `pattern-learning.md` as "Extended Visual Translation" subsection
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- OR keep separate but document clear dependency: "extends Pattern Learning by adding visual mapping layer"
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### 8. **Comedy-Based Persuasion + Surreal Logic Bridge relationship**
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- Both involve non-standard causality (humor/comedy logic)
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- Comedy Persuasion = dialogue tree choices based on tonal matching
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- Surreal Bridge = inventory actions that violate physics but follow cartoon logic
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- **Action**: Keep separate but document relationship in "Related Types" sections—both are NON-STANDARD DOMAINS
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## Summary of Structural Changes
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| Current File | New Status | Notes |
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|-------------|-----------|-------|
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| `meta-puzzle-construction.md` | Rename to `sequential-construction.md`, expand | Absorbs repair-chain content |
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| `repair-chain-construction.md` | DELETE (merge into sequential) | Redundant with meta-construction |
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| `multi-faceted-plan.md` | Restructure | Split into Parallel vs Sequential clearly |
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| `corporate-infiltration.md` | DELETE (distribute examples) | Not distinct mechanic |
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| `predator-chase-escape.md` | DELETE (distribute examples) | Frame, not mechanic |
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| `metaphor-literal.md` | Promote to top-level, expand subtypes | Fundamental cognitive transfer type |
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| `cross-realm-logistics.md` | Move to CTC section OR clarify relation | Same mechanics across different boundary types |
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| All other files | Keep current, update summaries | Link changes in Related Types sections |
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## SUMMARY.md Updates Required
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Current flat structure needs reorganization into:
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```markdown
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# Puzzle Taxonomy
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## Information Discovery Puzzles
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- [Parallel Multi-Faceted Plans](puzzles/multi-faceted-plan.md) ← renamed section
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- [Sequential Construction](puzzles/sequential-construction.md) ← new parent
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- [Information Brokerage Chains](puzzles/information-brokerage.md)
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- [Environmental Storytelling Discovery](puzzles/environmental-storytelling.md)
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- [Memo Chain Fragments](puzzles/memo-chain.md)
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- [Truth Revelation Mechanic](puzzles/truth-revelation.md)
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## Cognitive Transfer Puzzles
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- [Pattern Learning / Knowledge Transfer](puzzles/pattern-learning.md)
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- [Symbol Code Translation](puzzles/symbol-code-translation.md) ← extended pattern learning
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- [Metaphor-to-Literal Bridges](puzzles/metaphor-literal.md)
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- [Sensory Exploitation](puzzles/sensory-exploitation.md)
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- [Observation Replay](puzzles/observation-replay.md)
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## Spatial & Temporal Coordination
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- [Cross-Temporal Causality](puzzles/cross-temporal-causality.md) ← includes cross-realm section
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- [Multi-Character Coordination](puzzles/multi-character-coordination.md)
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- [Timed Consequence](puzzles/timed-consequence.md)
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## NPC Interaction & Social Puzzles
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- [Comedy-Based Persuasion](puzzles/comedy-based-persuasion.md)
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- [Distraction & Environmental Manipulation](puzzles/distraction-physics.md) ← expanded name
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- [Class-Specific Challenges](puzzles/class-specific-ritual.md)
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- [Multi-Faction Diplomacy](puzzles/multi-faction-diplomacy.md)
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## Systems & Logic Puzzles
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- [Robot Programming / Color-Encoded Sequences](puzzles/robot-programming.md)
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- [Escalating Combat Progression](puzzles/escalating-combat-progression.md)
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## Non-Standard Logic Domains
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- [Surreal Logic Bridges](puzzles/surreal-logic-bridge.md)
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```
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## Cross-Reference Update Checklist
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1. **Remove "Related Types" references to deleted files**:
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- Any mentions of `corporate-infiltration` → redirect to Distraction + Sequential combo
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- Any mentions of `predator-chase-escape` → redirect to Timed Consequence or Combat
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2. **Update Multi-Faceted Plan internal references**:
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- Remove claim that Sequential Construction is "variation" (now separate type)
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- Clarify distinction in Related Types table
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3. **Expand Metaphor-to-Literal Related Types section**:
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- Add connections to Comedy Persuasion and Surreal Logic Bridge
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- Document relationship with Pattern Learning (both are cognitive transfer, different directions)
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4. **Cross-Temporal Causality section on Cross-Realm**:
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- Either integrate examples OR document that CRL exists for dimensional variants specifically
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- Clarify in Related Types section
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5. **Update all Inspiration game pages**:
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- Link references to `corporate-infiltration` → new appropriate types
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- Link references to `meta-puzzle-construction` → `sequential-construction`
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- Verify all puzzle examples link to correct hierarchy position
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## Recommended Implementation Order
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1. **Create** `sequential-construction.md` (rename meta-puzzle, merge repair-chain content)
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2. **Delete** `repair-chain-construction.md` (after verification of merge)
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3. **Restructure** `multi-faceted-plan.md` with Parallel vs Sequential distinction
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4. **Delete** `corporate-infiltration.md` (distribute SQ3 example to Distraction + Sequential sections)
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5. **Delete** `predator-chase-escape.md` (distribute examples to Timed Consequence / Combat)
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6. **Restructure** `metaphor-literal.md` with explicit subtype breakdowns
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7. **Decide on Cross-Realm Logistics**: Integrate or separate but clarify relationship
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8. **Update all Related Types sections** across remaining files
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9. **Update SUMMARY.md** with new hierarchical structure
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10. **Audit Inspiration pages** to fix any broken links
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## Questions Before Proceeding
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1. Should Cross-Realm Logistics be FULLY integrated into CTC as a section, or kept separate but clarified?
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2. Is Symbol Code Translation worth keeping separate from Pattern Learning, or merge them?
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3. Should I propose new parent category files with overview content (like "Information Discovery" explaining the domain)?
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