Act 1, 2 and 3 Combined Puzzles
Apr 20, 2015
I'm a visual person. Math only makes sense to me when I see graphs and x and y axis plotted on paper, before that it's just a bunch of symbols with no meaning. Schedules make no sense to me as a list of dates, I need to see them plotted out with bars intersecting and overlapping and spanning the weeks, months and years. It is only then that I glean the sense of the time and work needed. It's all about me visually absorbing the information of milestone slippage and cost overruns.
Game design is no different. I need to see the design. Something about the flow and structure of the design has to excite my visual sense. I need to see the picture of the design and it has to feel good, in the way a well constructed piece of art can move the soul. I need to have a visual appreciation for the design that goes beyond the information it contains.
That's one of the reasons I like Puzzle Dependency Charts. They are inherently visual. I can get a sense of the design without knowing anything about the text that appears in the little boxes. Puzzle Dependency Charts allow me to feel the design beyond paragraphs of text or spread sheets of data.
Last week, myself, Gary, David, and special guest designer Jenn, locked ourselves in a room for a day and begin to fill in the details of Act 3 and tie up all the dangling threads previously spun from Act 1 and 2. The next day I created the Puzzle Dependency Chart for Act 3 and began the tedious process of combining the separate Act 1 and Act 2 charts into one chart, depicting the entirety of the core game. That chart is presented above. Please, no flash photography.
There are some puzzles missing from this chart worth noting:
The Delores, Ransome and Franklin flashbacks are depicted as a single box, where in the final game they will be small mini-self-contained adventure games.
There are also several red boxes indicating that we have not fully figured out the puzzle. Most of the red boxes will explode into 4 or 5 new boxes, many with parallel puzzles to solve while (hopefully) tying into the other puzzles.
The chart does not contain the alternate solutions to many of the puzzles.
The size of Act 1 is slightly misleading due to many of the puzzles shown in Act 1 do not need to be solved until Act 2. The graphing software feels compelled to place them up there.
And most important... The chart does not depict any of the personal story puzzles chains for Delores, Ransome or Franklin. These chains are completely optional and their conclusions happen during the epilogue. We have a understanding of the core flow for each, but have not designed them in detail.
That is for our next brainstorm session.
- Ron
But that is why my favorite adventure games are Maniac Mansion and Kyranida 3: Malcoms revenge, because there is always a different way to end and play the game.
But I understand if you dont go that way, because it makes things more complicated and it makes development take too much time.
http://grumpygamer.com/puzzle_dependency_charts
I do agree that alternate solutions are fun and we plan on adding them when it works.
I asked this before on another thread, but it seemed that you missed it. How would you depict optional paths in the Puzzle Dependency Chart? If the connection to a node depict its dependencies, how can alternative dependencies be modeled?
Regards,
-dZ.
http://lparchive.org/Day-of-the-Tentacle/Update%2005/32-C0529.png
Do you already know what the PDC of the "light" version will look like?
I am building one for MM. I'll post then when it's done.
1) Does a puzzle box depend on each previous puzzle box connected to it to be accessed/solved before that furthest puzzle box can be solved?
2) If you "Enter Town" in the beginning of Act 1, then do the two puzzle boxes that are on the far right side of the chart that are connected to it, the next puzzle box connected to the 2nd far right puzzle box is a super long line that goes waaaaaaaay down to the middle of Act 3, skipping Act 2 completely. I guess I'm kind of repeating my first question, but that just means that you can reach that puzzle very early on in the beginning of the game during Act 1 but you still need to do most of the rest of the game first before you can solve that puzzle and only when you get to Act 3, despite having reached that puzzle box early on in Act 1?
2) No, you could complete that puzzle in Act 1, since there is no dependency. Remember these boxes might just steps. A box might say "Pick up Wrench", which you can do in Act 1, but what you need the wrench for is in Act 3.
How is it now to get feedback from us, fans and upcoming players of TP during your production?
Is it more helpful?
How much different is it for you now than in the 80s? i guess in that time, you did not have so much feedback from so many people.
cheers,
BTW. I think from the premise and the mystery tone that the game is likely to have, Thimbleweed Park is the perfect game to give a lot more depth outside the actual game, like an additional newspaper or a diary or any other goodies that could fit in a gamebox (or pdf nowadays). That also worked with infocom adventures or also with Alan Wake, if you want to take a more recent game.
http://grumpygamer.com/on_stranger_tides
I like your idea to let the player and the character learn together. The naivety of Guybrush's character was definitely one of the main reasons why so many people began to love adventure games back then! So it could be worth it to do so again with Thimbleweed Park in order to make it as accessible as possible and especially to get through to modern gamers.
https://www.youtube.com/watch?v=q5vX5sHGLY4
Also in comic culture: Do you know the Disney Comic Book Writers Carl Barks and Don Rosa. Rosa is also super popular in Germany. He is regulary touring across Europe and very popular for his Scrooge Mc Duck Comics in the tradition of Carl Barks:
http://en.wikipedia.org/wiki/Don_Rosa
Check out his "Life and times of Scrooge Mc Duck"...
It's really strange that Rosa and Barks are both not very popular in the states, the same thing with Adventure Games...
(Just put some theme art there like thimble or weed or parks)