EvoG said:
See this is very interesting considering I just read debate on adventure games, where someone was defending RESTRICTED, singular solutions to puzzles
And I'd agree with that easily. That's part of the charm of adventure games.
Where's the challenge in creating a character? There's no right or wrong decision or else the game would be flawed.
Why? A player should be given a chance to fuck up his character completely. It doesn't mean that there should be right and wrong skills, but supportive skills should be chosen wisely, increasing strengths and covering weaknesses. The challenge is the understanding of your character(s).
Take my all rogue party example. Clearly, one should have a good understanding of classes, multiclassing, skills, feats, and game mechanics to play with such a party successfully, otherwise you'd get butchered very quickly.
Where's the challenge in guiding the character through a quest or story(or gameworld)? Thats just picking the solution that works for your character. Locked door? Pick it. Bash it. Unlock magic. High perception, use the secret enttrance on around the side. There's no challenge here, just using the best skill you have for a "puzzle" that gives you every chance to pick the skill you want or only can use.
All these are great examples of poor design. From another thread:
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The solution to this puzzle (pun intended) is to make a puzzle more complex than a single skill check.
Here I can offer a good analogy with dialogue design. If you are playing a talkative character, and all you do is click on the best line, courtesy of your high INT, and proceed until the next dialogue skill check, then the game is boring. If being able to play as a diplomat requires more than a single high stat/skill, and you need to gather enough information before your uber high INT would piece it together into a winning sentence, than it's more interesting and involving.
So, back to puzzles. A puzzle should involve the understanding of what your character is dealing with and any extra info that may help. Example, you encounter a door leading to something extremely awesome (which is obvious to any good adventurer). There is one problem though, the entire door is one big-ass lock loaded with tiny traps and springs.
You are very smart, but you realize that you have no fucking clue, except for one - the door leads to something extremely awesome and you MUST have it.
So, you go back and start gathering info. You ask locksmiths, and eventually acquire a book written by a student of the one who made that door. You ask adventurers, and eventually acquire a diary written by a lone survivor of an adventuring band that tried to figure out the lock. They all died trying, save one, but now you know what they did, how the door responded, and a few things that did work.
Armed with both the manual and the diary, and being so fucking smart, you can figure out the pattern, and open the door.
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How much skill does it take to choose the right "skill" for any given situation. Whats interesting is you're using words and terms that would denote challeng/gameplay, but in context actually don't. There's no "skillful" way to use a characters skill because there's no challenge in it, you simply choose. Surviving, short of combat, is no more difficult than saving the game before you log off.
Well, it shouldn't be one-dimensional like what you described. There should be different solutions, requiring different skills, and resulting in different consequences, no matter how small. Then you'd have something to think about. The skill is to calculate the outcome and do what would benefit your character the most.
Are you still working on a game? Well, let's say that you are planning to do the shareware distribution, but a publisher approaches you and offers you a deal. Obviously, going with the publisher gets you way more exposure, but you get a much smaller cut, although this small cut maybe larger than what you may make on your own, assuming you won't get screwed, of course. Is it an easy decision to make?
ToEE I'll argue is not a good example simply because its a tactical combat game. Combat is arguably the only place to find challenge in RPG's, though many times it comes down to making sure you have enough buffs, debuffs, healing and offensive capability.
Why should it be that way? Why should combat be a challenging way, and a non-combat way should be all about picking the best dialogue option? Again, you are talking about bad design here.
You're still being too general and reiterating what you wrote above. That what I'm trying to get to the heart of...where is there challenge? You can consider all the options you want, but rarely is there ever a wrong way to do anything, only what is the right way for your particular character.
Again, I'll file under "bad design". Of course, there should be a wrong way, just like there is a wrong way to handle a particular enemy in combat. There should be a way to pick an option and get fucked. What's wrong with that?
Now this, as far as I can tell sounds like a challenge. This is a puzzle (again assuming only from what you've told us), if it isn't clear that its the boss you need to eliminate. This requires "player-skill" to figure it out, and THEN "character skill" to go ahead and choose how to do away with your boss. This is challenge. This is gameplay.
Thank you.
To respond though to what I now understand, if there are multiple solutions to solving the quest for NPC A(your boss), what if you DONT go the the other Faction, so you're never asked to eliminate NPC A(your boss)? What if you simply do NPC A's quest as instructed and the elimination of your boss never comes up? In this case, its not really any different than any other quest. Its only interesting when that circular conflict comes into play. Now, if the only way you even THINK to kill your boss(NPC A) is because you were asked to do so by another faction, then there was never really a challenge to 'figure out' (see my post above) that you indeed DID have to kill him. You were simply asked to...fight ensues.
There is no "instructed way" to do the quest. You are told of the desired outcome, how to get to this outcome is up to you (the challenge, as I see it). You are not told what to do or whom to see, you are told what your "boss" wants. Again, it's not about locating the right NPC, but about figuring out what your character can do and what parties might be interested and motivated to help you, and at what price. And yes, you can try to eliminate your boss or anyone else, but it would be hard to pull off on your own. Faction B are the guards who won't put much efforts into the investigation if you do it for them.
VD, keep in mind that I'm trying to be objective here, or perhaps just a devils advocate.
Sure, sure, it's cool.
The discussion about intelligence in RPG's is actually arbitrary. Games can have puzzles, and as long as the the solution to the puzzle is available through clues around them and empirically(theres that word again), then most people should be able to solve it. If the game is designed for only 'truly smart' people with 'learned' knowledge', then its failing to be a game, at least for anyone that doesn't go to MIT or Harvard.
That's why I prefer to let characters and their stats/skills/learned knowledge to handle those things.
Being able to teach someone how to irrigate their farmland is cute, but gets you what, some coins? Some XP? Pretty soon, the USE INT button removes the player from thinking about solutions to puzzles, because you can just USE INT and its solved...yay.
Well, one-click solutions are as bad as one-strike fights, I'm sure we agree on that. So, the right way is to approach to non-combat mechanics the same way you'd approach the combat ones: more options, more tactics, different defenses against your skills motivating you to develop supportive skills, come up with strategies, etc.
The CHOOSING is not the challenge...big deal, anyone can choose what to do...
Technically, yes, anyone can choose what to do. Practically, choosing a better way is the biggest challenge in life, no? Especially if it's not very clear which way is which.