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	<title>Comments on: puzzles in narrative games</title>
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	<link>http://malvasiabianca.org/archives/2008/07/puzzles-in-narrative-games/</link>
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	<pubDate>Tue, 02 Dec 2008 07:31:40 +0000</pubDate>
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		<title>By: malvasia bianca &#187; Blog Archive &#187; what is a narrative game?</title>
		<link>http://malvasiabianca.org/archives/2008/07/puzzles-in-narrative-games/#comment-102440</link>
		<dc:creator>malvasia bianca &#187; Blog Archive &#187; what is a narrative game?</dc:creator>
		<pubDate>Wed, 30 Jul 2008 04:27:55 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=827#comment-102440</guid>
		<description>[...] response to my earlier post on puzzles in narrative games, a couple of the commenters noted that contrasting the puzzles in Professor Layton with those in [...]</description>
		<content:encoded><![CDATA[<p>[...] response to my earlier post on puzzles in narrative games, a couple of the commenters noted that contrasting the puzzles in Professor Layton with those in [...]</p>
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		<title>By: David Carlton</title>
		<link>http://malvasiabianca.org/archives/2008/07/puzzles-in-narrative-games/#comment-102384</link>
		<dc:creator>David Carlton</dc:creator>
		<pubDate>Tue, 29 Jul 2008 19:14:54 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=827#comment-102384</guid>
		<description>@Julian, @Daniel: Good points, I agree with both of you that there's a real difference between the way the puzzles in Layton are disconnected from the plot versus the way the puzzles in Grim Fandango (or whatever) are.  I need to take that into context better.

Hmm, I feel more typing coming on.  Probably not what I should be doing over my lunch break at work; I'll try to blog about it more tonight.  Thanks for the nudge!</description>
		<content:encoded><![CDATA[<p>@Julian, @Daniel: Good points, I agree with both of you that there&#8217;s a real difference between the way the puzzles in Layton are disconnected from the plot versus the way the puzzles in Grim Fandango (or whatever) are.  I need to take that into context better.</p>
<p>Hmm, I feel more typing coming on.  Probably not what I should be doing over my lunch break at work; I&#8217;ll try to blog about it more tonight.  Thanks for the nudge!</p>
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		<title>By: Daniel</title>
		<link>http://malvasiabianca.org/archives/2008/07/puzzles-in-narrative-games/#comment-102368</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Tue, 29 Jul 2008 15:16:50 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=827#comment-102368</guid>
		<description>What you fail to understand is that Layton is not a narrative game.  It's a puzzle game that happens to tell you a story as your reward for solving puzzles.

How is that any different than Grim Fandango (or my nostalgic favorite) Space Quest?  Because the puzzles you solve in space quest had context in the world that your character inhabited.  Sure it was dumb that you had to pet the weasel to build up a static charge to ignite some gunpowder which startled a bird and thus gave you a feather that you could write an note with... (made up example), but as silly as it is, your character is using in-game elements to solve in-game problems.

In Layton you could simply replace all of the puzzles with Sudokus and the game would be exactly the same.  The puzzles had no relevance to the story whatsoever and could easily be swapped out with other random puzzles.

So Layton is awesome, but it's not a narrative game.</description>
		<content:encoded><![CDATA[<p>What you fail to understand is that Layton is not a narrative game.  It&#8217;s a puzzle game that happens to tell you a story as your reward for solving puzzles.</p>
<p>How is that any different than Grim Fandango (or my nostalgic favorite) Space Quest?  Because the puzzles you solve in space quest had context in the world that your character inhabited.  Sure it was dumb that you had to pet the weasel to build up a static charge to ignite some gunpowder which startled a bird and thus gave you a feather that you could write an note with&#8230; (made up example), but as silly as it is, your character is using in-game elements to solve in-game problems.</p>
<p>In Layton you could simply replace all of the puzzles with Sudokus and the game would be exactly the same.  The puzzles had no relevance to the story whatsoever and could easily be swapped out with other random puzzles.</p>
<p>So Layton is awesome, but it&#8217;s not a narrative game.</p>
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		<title>By: Julian</title>
		<link>http://malvasiabianca.org/archives/2008/07/puzzles-in-narrative-games/#comment-102207</link>
		<dc:creator>Julian</dc:creator>
		<pubDate>Mon, 28 Jul 2008 16:56:58 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=827#comment-102207</guid>
		<description>I think one of the unique facets of Layton's design, when compared with the LucasArts adventure games is the way that the puzzles are abstract and disconnected to the scenario of what's going on in the game plot-wise.  For the most part, the puzzles don't need to connect conceptually to anything else going on except inasmuch as you're solving a puzzle for puzzle-solving's sake.  To some extent, I think this makes the puzzles more predictable because each puzzle represents a closed system with clearly defined objectives.  This not only gives you a more closely controllable puzzle situation, it also removes the possibility of puzzles where the bulk of the puzzle is really just figuring out what the goal is.  In turn this makes hint-giving simpler.  In my opinion, it also makes the game feel like a puzzle minigame collection with some loose plot to give some flavor and padding in between the puzzles.  Don't get me wrong, I had a blast with Layton, but it definitely lacks a coherence and central drive that, say, the Ace Attorney games have, to pick a contemporary example.

I think aggregation is a great way to smooth out the difficulty in adventure games, but implementation can be tricky.  In a game like Layton where there's no need to pretend the puzzles are organic to the world it's easy to say "solve x number of puzzles and you can progress."  But when you have an adventure game in the vein of the LucasArts titles, there's a priority placed on blending the puzzles into the fiction of the game such that each puzzle appears to alter the game world in a significant way (even if it's just opening a door to move to a new area or gaining a new item) and makes some semblance of sense within the greater context of the game.  In the end, aggregation gates tend to feel incredibly contrived in games like this, "Oh this troll needs three gems to let me into the next area, and there are five areas I can go to gain gems."  It's tolerable in small amounts, but if this becomes a major mechanic it quickly gets tiresome.</description>
		<content:encoded><![CDATA[<p>I think one of the unique facets of Layton&#8217;s design, when compared with the LucasArts adventure games is the way that the puzzles are abstract and disconnected to the scenario of what&#8217;s going on in the game plot-wise.  For the most part, the puzzles don&#8217;t need to connect conceptually to anything else going on except inasmuch as you&#8217;re solving a puzzle for puzzle-solving&#8217;s sake.  To some extent, I think this makes the puzzles more predictable because each puzzle represents a closed system with clearly defined objectives.  This not only gives you a more closely controllable puzzle situation, it also removes the possibility of puzzles where the bulk of the puzzle is really just figuring out what the goal is.  In turn this makes hint-giving simpler.  In my opinion, it also makes the game feel like a puzzle minigame collection with some loose plot to give some flavor and padding in between the puzzles.  Don&#8217;t get me wrong, I had a blast with Layton, but it definitely lacks a coherence and central drive that, say, the Ace Attorney games have, to pick a contemporary example.</p>
<p>I think aggregation is a great way to smooth out the difficulty in adventure games, but implementation can be tricky.  In a game like Layton where there&#8217;s no need to pretend the puzzles are organic to the world it&#8217;s easy to say &#8220;solve x number of puzzles and you can progress.&#8221;  But when you have an adventure game in the vein of the LucasArts titles, there&#8217;s a priority placed on blending the puzzles into the fiction of the game such that each puzzle appears to alter the game world in a significant way (even if it&#8217;s just opening a door to move to a new area or gaining a new item) and makes some semblance of sense within the greater context of the game.  In the end, aggregation gates tend to feel incredibly contrived in games like this, &#8220;Oh this troll needs three gems to let me into the next area, and there are five areas I can go to gain gems.&#8221;  It&#8217;s tolerable in small amounts, but if this becomes a major mechanic it quickly gets tiresome.</p>
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		<title>By: David Carlton</title>
		<link>http://malvasiabianca.org/archives/2008/07/puzzles-in-narrative-games/#comment-102154</link>
		<dc:creator>David Carlton</dc:creator>
		<pubDate>Mon, 28 Jul 2008 04:46:25 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=827#comment-102154</guid>
		<description>Glad I'm not the only one who had issues with Metroid Prime 2. :-)

Hmm, "interaction" is a good term.  What your dichotomy suggests is that puzzles vs shooting/etc. is a false dichotomy, since the two are on different levels and potentially (heck, actually) present in every game.  I'll have to think about it; it makes sense, but I'll have to play around with reorganizing my thoughts a bit: I still think Michael's question of whether people want to play puzzle-based games makes sense, but I need to figure out how to phrase that question in your framework.</description>
		<content:encoded><![CDATA[<p>Glad I&#8217;m not the only one who had issues with Metroid Prime 2. <img src='http://malvasiabianca.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Hmm, &#8220;interaction&#8221; is a good term.  What your dichotomy suggests is that puzzles vs shooting/etc. is a false dichotomy, since the two are on different levels and potentially (heck, actually) present in every game.  I&#8217;ll have to think about it; it makes sense, but I&#8217;ll have to play around with reorganizing my thoughts a bit: I still think Michael&#8217;s question of whether people want to play puzzle-based games makes sense, but I need to figure out how to phrase that question in your framework.</p>
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		<title>By: Iroquois Pliskin</title>
		<link>http://malvasiabianca.org/archives/2008/07/puzzles-in-narrative-games/#comment-102148</link>
		<dc:creator>Iroquois Pliskin</dc:creator>
		<pubDate>Mon, 28 Jul 2008 04:21:39 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=827#comment-102148</guid>
		<description>Hey, this was an interesting post.  I had two thoughts.

I wrote some about how I thought boss battles incorporated both action elements and puzzle-elements on my blog.  I think you're right that putting to much emphasis on the "direct gameplay" side can ruin a game for some people.  (I had parts of Metroid Prime 2 that I just couldn't get through, either.) My proposal is to substitute the pity "interaction" for "direct gameplay," and then use the term "gameplay" tout court to describe the higher-order type of thinking where you're solving puzzles and learning rules.  Whaddya say?

It seems that Valve has done a very good job of steering between the Scylla and Charibdys, and it apparently comes from very extensive playtesting.</description>
		<content:encoded><![CDATA[<p>Hey, this was an interesting post.  I had two thoughts.</p>
<p>I wrote some about how I thought boss battles incorporated both action elements and puzzle-elements on my blog.  I think you&#8217;re right that putting to much emphasis on the &#8220;direct gameplay&#8221; side can ruin a game for some people.  (I had parts of Metroid Prime 2 that I just couldn&#8217;t get through, either.) My proposal is to substitute the pity &#8220;interaction&#8221; for &#8220;direct gameplay,&#8221; and then use the term &#8220;gameplay&#8221; tout court to describe the higher-order type of thinking where you&#8217;re solving puzzles and learning rules.  Whaddya say?</p>
<p>It seems that Valve has done a very good job of steering between the Scylla and Charibdys, and it apparently comes from very extensive playtesting.</p>
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		<title>By: malvasia bianca &#187; Blog Archive &#187; the social aspect of puzzle games</title>
		<link>http://malvasiabianca.org/archives/2008/07/puzzles-in-narrative-games/#comment-102101</link>
		<dc:creator>malvasia bianca &#187; Blog Archive &#187; the social aspect of puzzle games</dc:creator>
		<pubDate>Sun, 27 Jul 2008 21:20:44 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=827#comment-102101</guid>
		<description>[...] malvasia bianca       &#171; puzzles in narrative games [...]</description>
		<content:encoded><![CDATA[<p>[...] malvasia bianca       &laquo; puzzles in narrative games [...]</p>
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		<title>By: Jordan</title>
		<link>http://malvasiabianca.org/archives/2008/07/puzzles-in-narrative-games/#comment-102054</link>
		<dc:creator>Jordan</dc:creator>
		<pubDate>Sun, 27 Jul 2008 13:59:15 +0000</pubDate>
		<guid isPermaLink="false">http://malvasiabianca.org/?p=827#comment-102054</guid>
		<description>When was the heyday of puzzles mixed in with shooting?  Because I certainly remember finding it annoying, ten or fifteen years ago, so find a puzzle impeding my progress in a shooting game.  I didn't want them there!  I wanted them ghettoized in Infocom games.  

For some reason I didn't find it annoying to have a little shooting mixed into my puzzle games, where by "shooting" I mean "typing 'kill troll' again and again."</description>
		<content:encoded><![CDATA[<p>When was the heyday of puzzles mixed in with shooting?  Because I certainly remember finding it annoying, ten or fifteen years ago, so find a puzzle impeding my progress in a shooting game.  I didn&#8217;t want them there!  I wanted them ghettoized in Infocom games.  </p>
<p>For some reason I didn&#8217;t find it annoying to have a little shooting mixed into my puzzle games, where by &#8220;shooting&#8221; I mean &#8220;typing &#8216;kill troll&#8217; again and again.&#8221;</p>
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