Hey Tom, That puzzle was used in technoshock, albeit with a bit more simplicity. S P O I L E R S P A C E On one of the levels there's a switch you need to press to get the teleporter to pop up on your side of a pit. The switch is too far away, though, so you have to ponder it until you get frustrated/wise enough to shoot it. I think descriptions of things like architecture throughout the level could take care of a lot of that, especially if you did them textually. Throw in a few red herring, and people will have to think about it a lot more.
Ryan -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Thomas Ward Sent: Tuesday, January 25, 2011 5:07 AM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a good reason not to include such puzzles. If we keep the bar intentionally low, we'll never teach people to jump higher. My reply: That's quite true, but my concern is actually translating some of these complex puzzles into audio. Some of the things in Tomb Raider are extremely visual, challenging, and not the easiest thing to pull off even if you can see. That's what makes people keep buying those games. For example, recently my wife purchased a copy of the latest installment of the Tomb Raider saga for me, Guardian of Light, which is arguably the best Tomb Raider title in years. It is challenging, very fast paced, has great replay value, and well is a real treat for TR fans. Anyway, On level one there is this large spike pit Lara Croft has to cross. She can't jump over it, can't swing over it, can't walk over it, and can't run over it. It is one of those cases that will have you scratching your head wondering how to get passed that trap. As it turns out on the other side of the trap there is this picture on the wall which is in fact a pressure switch. If you throw a spear at it or shoot it with Lara's magnum it will cause the spikes to lower, and Lara can cross safely to the other side. In a visual game they can hide a solution like that in plane view and it still requires a bit of guess work and trial and error. In an audio game how do you clue someone in that there is a certain place on the wall they must shoot? If you make some sort of audio indication this is were you must shoot then you give the solution to the puzzle away. If you use the view command to tell them that the picture is there it isn't as much of a dead give away, but could cause trouble aiming at the picture. Either way, converting puzzles like that to audio are difficult, and I'm not quite sure how to do it in an accessible format. Ryan wroe: overwhelming simplicity. I beat Grizzly Gulch a day after purchasing it. Monkey Business took a day and a half. Super Liam took another day. All of these games were fun in their own right, but nothing has compared--especially in action/adventure titles--to mainstream difficulty. My reply: I know the feeling. That's why I want to break out of the simple game mold we have set for ourselves. Cheers! --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected]. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
