Thanks for all of your replies.
Section8:
I like a puzzle where it's fairly obvious what has to be done to reach the solution, but it's difficult to actually get there.
Do you mean that the goal is obvious, or how to get there from the clues is obvious?
ghostdog:
If by hints, you mean the player gets enough information to solve the puzzle, then I've planned for hints. If by hints, you mean "Smack the player over the head because it doesn't matter since they're already retarded.", then no. As long as the player is observant and thinking, they should figure things out.
The hardest puzzles, at least the way that I rate them, are for gaining access to new areas, so the player is suitably motivated to solve them (more game-world to explore etc.) and gets rewarded (with same).
The majority of the puzzles are integrated with the story. There are a few that seem to exist "just for the sake of puzzles", but there are a couple of reasons. One is due to the rather eccentric and rather geeky nature of the people who designed the structure where the game takes place.
Castanova:
There's at least one puzzle I can think of which could be argued as trial-and-error. However, I've tried to make sure that all puzzles have multiple approaches, or at least that certain parts of them have multiple approaches. I'm trying to avoid making objects which exist solely for the purpose of providing a solution to one puzzle, so that might not work correctly. But when I write up the final descriptions of the objects, it should be clear how they can be used.
As for a hint system: No. I prefer the "God helps those who help themselves" approach. This game is designed to be mentally challenging, rather than being atmospheric or funny or emotional or whatever: providing hints for players who are stuck just undercuts the whole challenge and undermines one of the reasons why I made the game in the first place. Unless you are talking about a hint as to "what to do next", which I can hopefully avoid because your objectives will be clear and any other puzzle will be either right in your face or alluded to somewhere in the game in a clear way.
Annonchinil:
Well, since I suck at graphics, the backgrounds in this game are all simple. Every object you see will be interactive or useful in some way, so clicking on things that are obvious won't be too much of a waste of time. However, there is at least one quite "pixel-hunting" puzzle, but the item in question is quite large so if you are observant you should be able to find it (it's a pixel-hunt for a different reason).
Tychus Findlay:
Am I the only one who found the rubber ducky puzzle reasonable? I had much more trouble with a later puzzle that requires positioning and rotating several things. I couldn't for the life of me figure out the logic, so I brute-force'd the puzzle into submission. Given the fact that I couldn't automate it, and there were (I think) about 497664 possible combinations, it took me a while.
The main problem with what you point out is that most designers make up puzzles with only one solution, whereas I'm trying to consider everything that the player might have access to in account before designing possible solutions. It'll take a long time; but fortunately most items probably aren't reasonably expected to be useful at certain times.
coaster:
Most of the puzzles have multiple paths to solutions, and you might be able to reuse some objects in multiple solutions so there might be some objects you don't use on a particular playthrough.
Most combinations should be reasonable, like plugging one electronic device into another. If for some reason I think a weird combination is so totally cool I decide to include it, there will be a clue somewhere. I've never played GK3, but when reading about the infamous cat moustache I thought the more bizarre thing about that puzzle was that the guy you were trying to disguise yourself as
didn't even have a moustache!
All of the doors in the game have electronic locks requiring access cards or codes (particularly codes).
My game probably is more puzzle-oriented than plot-oriented, but I've tried to give the game-world some flavour, and to make sense of what's going on.
Variable difficulty levels: No. First, as I've said about the hint system, the game is supposed to be a mental challenge. Second, I'm already quite aware of how much time I'm going to have to spend working on making sure that several reasonable approaches to problems work as solutions (by programming them in), apart from all the other programming, art, sound effects, etc. that will all have to be done by me. Third, on some of these puzzles I've had to fiddle around with them for weeks until they worked on all of the levels that appealed to me: having to do that for several different difficulty levels will ensure that this game gets relegated to the vapourware pile.
Electronic journal: I was thinking of maybe using the fact that AGS games can be run in a window, and maybe having an .HTML or .PDF file with some of the information already inside it - in an obscure way. That way, people can print some pages out and work on puzzles at their leisure while away from the game. The problem with an in-game electronic journal is that you have to think of what information any player might want to keep, and how to present it in the AGS engine in a way that is readable. Some puzzles require too much notes to make that viable. But maybe giving pre-alphabetized tables that are printable or can be accessed while the game is running might make things easier.
Hory:
Any time I think a puzzle clue might be too unrelated, I've tried to give another clue which points that way. As I've said before, I always intended to have multiple solutions.
I have to argue about the Sam & Max hint system, since I don't see that the logic actually applies to my case. Sam & Max games don't seem to me to have a primary focus on giving challenging puzzles. They are great games, just not very challenging. Because they are episodic, and their makers want to earn money from them, they have to make sure people can enjoy and finish them (so that they will buy the next one). My game'll be for free, is not episodic, and has a primary goal of providing challenging puzzles. I also don't actually care if people enjoy the game or finish it - it'd be nice, but not necessary.
As another example, Myst IV had an online hint system. Now, it has challenging puzzles, but it is also for sale. I didn't like it, but I can understand why it is helpful (avoids having to quit the game to read a walkthrough on the 'net, for example), but they have to worry about their customers liking it - i.e. being able to finish it. I don't.
mirrorshades:
Thank you for the links.
I'm aware of the problem with assuming people have knowledge that you do. I was thinking about adding some of the information to the file I was talking about above regarding the "electronic journal". You find a book quite early (the second "room", to be exact) in the game, which has this information inside it. I was going to put it into AGS, but it's a lot of text, and for other reasons I thought it might be better to include as an external file. Including preliminaries on basic cryptography, for example, which might be useful. Also, have some flavor text so it's more like the bundled stuff included by Infocom back in the good old days of text adventures (it was Infocom I'm thinking of, wasn't it?)
As for your points:
- Until right at the end, you'll always be able to go back to any other place you've been, and you are only prevented if you deliberately choose to do something, and it is always reversible.
- Anything I can think of will be included in the external file.
- There might be some trial and error, but I haven't finalized all of the puzzles yet. You will be able to die/get stuck, but it won't happen unless you do something stupid or risky or otherwise I will have the game give you a warning like "Only three tries before system lockdown".
- There are some randomness and player skill, but there will always be another solution.
- More like Towers of Annoy, am I right?! There are a couple of minigames - a weird poker-machine, for one - but you don't have to play it as there is another path to the solution. Actually, a Towers of Hanoi where one of the spikes and some of the pieces are polarized so they either won't go on a spike or crush/block lower ones might make an interesting puzzle... but maybe for another day.
- I've included something of this, but there is a different clue you can get if you don't feel like doing a lame cryptic crossword. You have to be particularly observant though, and I might include a quick guide to anagrams and cryptic crosswords in the external file anyway.
- Friends? What a hilarious concept! I probably will inflict it on some other friendish people, but they might not want to be my friends afterwards so I'll have to be careful.
Now look... you've gone and scared the OP away. Shame on you.
It's less to do with Andhaira, and more to do with the fact that I live in the middle of a very hilly nowhere, and getting a decent internet connection requires about $5000 for a satellite installation.
Lestat:
I can understand that if you couldn't reach the barrel but could the icicle, but if you could reach both, then why? Why? WHY?
Andhaira:
What exactly do you mean? "this" is vague when there are a lot of earlier posts. Also, don't get my thread retardoed, please. I've been lurking around here enough to know about you.
DamnedRegistrations:
That reminds me of that time in Legend of Kyrandia where Brandon says "OH SHIT!" if you make him walk across the lava without cooling it.
DarkUnderlord:
Walkthroughs are for looking for easter eggs, dealing with "cat moustaches", boring games you just want to end, and ones with rude, uncooperative main characters CRUISE FOR A CORPSE YOU LOUSY MOTHERFUCKER!
Atrachasis:
The problem of having too much of the world available was one of the reasons why Shivers, a Sierra game apparently similar to 7th Guest, was set in a museum.
PS: I've started work on the booklet I'm including in the game. If you want to include a lot of additional text in a game, this is the way to go, particularly if there are associated pictures.
PPS: This may be the first game which comes with its own exam. 26 questions. None are too trivial. I'm not kidding.