13 puzzle types derived from King's Quest VI and Monkey Island I/II: Existing (KQVI): Multi-Faceted Plan, Sensory Exploitation, Metaphor-to-Literal, Information Brokerage, Timed Consequence, Environmental Storytelling Discovery, Cross-Realm Logistics, Truth Revelation New (MI1/II): Observation Replay, Pattern Learning/Knowledge Transfer, Memo Chain, Distraction Physics, Meta-Puzzle Construction Each document includes: - Information Architecture (how info is conveyed) - Player Action Pattern (what player does with info) - Core Mechanic (underlying puzzle logic) - Variations and game examples - Related types for cross-reference
56 lines
3.0 KiB
Markdown
56 lines
3.0 KiB
Markdown
# NPC Distraction Physics
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**Information Architecture**: NPC follows patrol/behavior pattern that blocks access to location or item. Blocking condition is *physical/spatial* rather than dialogue-based: line-of-sight, proximity triggers, or path obstruction. Solution requires manipulating environment to break the blocking condition without direct confrontation.
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**Player Action Pattern**: Observe NPC behavior loop. Identify environmental object/action that can exploit timing, physics, or AI limitations. Execute action to divert/obstruct/block NPC's attention or movement. Access previously blocked element during distraction window.
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**Core Mechanic**: Spatial/temporal manipulation creates opportunity window. Unlike Sensory Exploitation (direct vulnerability attack like tickle/sleep), DNP exploits *environment* + *NPC pathfinding/routine*. Player becomes environmental engineer, creating puzzle in 3D space using standard actions.
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**Variations**:
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- Pull lever/activate object that NPC must investigate, breaking patrol pattern
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- Create physical obstruction (object on tracks, blocking door)
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- Redirect NPC attention via object manipulation (pull totem nose → monkey hangs there → NPC path rerouted)
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- Timing puzzle: wait for patrol cycle gap + execute grab action in short window
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**Adventure Game Implementation**:
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- LOOK at environment to spot interaction point that affects NPC behavior
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- Standard WALK/USE/PULL/PUSH actions on environmental objects
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- Observe NPC AI pattern (patrol route, reaction triggers)
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- Trigger environmental change → NPC reroutes or becomes occupied → access granted
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**Example Structure**:
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```
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Blockage Phase:
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→ Target [ITEM] protected by [NPC_GUARD] with patrol loop to [OBJECT]
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→ Direct theft impossible ("Can't steal while watched!")
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Solution Phase:
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→ Examine [ENVIRONMENTAL_OBJECT] within guard's patrol path/range
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→ Realize action will divert NPC attention or alter movement pattern:
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- USE object on [TRIGGER_POINT] creates distraction
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- PULL [OBJECT] physically obstructs NPC path
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- TIME window when NPC is investigating/occupies alternate location
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Execution Phase:
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→ Activate environment while NPC distracted → Access [ITEM] during vulnerability window
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→ Distraction must be sustained or timed precisely
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```
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**King's Quest VI Parallel**: None identified in walkthrough.
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**Monkey Island Example**:
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- **Totem Pole / Monkey Blockade**:
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- Goal: Enter Giant Monkey Head interior (blocked)
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- Problem: Monkey guards it, standing on totem pole nose
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- Solution: Pull Nose down → Monkey follows and hangs from pulled-down nose → Monkey physically occupies space away from gate → Access granted
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- Distraction + spatial displacement = access
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---
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## Related Types
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- **Sensory Exploitation**: Attacks NPC directly via vulnerability; DNP attacks NPC indirectly via environment
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- **Timed Consequence**: Both use timing, but TC is about *narrative urgency deadline* while DNP creates player's own timing window
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- **Multi-Faceted Plan**: DNP often uses simpler "one action breaks blockage" vs MFP's multi-requirement synthesis
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