http://swforums.bioware.com/viewtopic.h ... 2&forum=27
Anyone else find it rather odd that BioWare is getting praised for using classic, well known puzzles as opposed to actually making their own? The only one I've run across, I recognised fairly quickly, which made it no challenge whatsoever. The Towers of Hanoi is overdone and there's way too much documentation on the subject for it to be a challenge for anyone that recognises it. Even if you don't, it's a simple puzzle. The water jugs thing is pretty common as well, and was even done in Die Hard 3.
It's not even so much the lack of originality here, but also the way they're implimented. The square puzzle one, the last mentionned, is a method of turning off a cell to release a captured alien but if you get it reversed from the release code, it executes the prisoner. It seems like this puzzle was just tossed in with some consequence of failure versus success rather than a well thought out use for the puzzle. Why would they make a cell for interrogating require so much thinking, when in error, you can terminate the prisoner if you're trying to move him to another cell or free him if you want to kill him?
It kind of reminds me of the Electric Floor Door Maze in Fallout 2. While that was fairly original, unlike the one in KotOR, neither really makes any sense from a functional standpoint. While one could argue that guards are given instructions from the default setting on how to punch in the sequence that gives the desired result, anyone could come along and tamper with it - altering it from the desired default set up.
greymeister said:I like how Bioware implemented several puzzles in this game that weren't just your garden variety puzzles. The towers of hanoi, the water jugs problem and even the squares where adjacent squares are off when you turn on a square. Sheesh. I guess I'm eventually going to have to have my book out when I'm playing.
Anyone else find it rather odd that BioWare is getting praised for using classic, well known puzzles as opposed to actually making their own? The only one I've run across, I recognised fairly quickly, which made it no challenge whatsoever. The Towers of Hanoi is overdone and there's way too much documentation on the subject for it to be a challenge for anyone that recognises it. Even if you don't, it's a simple puzzle. The water jugs thing is pretty common as well, and was even done in Die Hard 3.
It's not even so much the lack of originality here, but also the way they're implimented. The square puzzle one, the last mentionned, is a method of turning off a cell to release a captured alien but if you get it reversed from the release code, it executes the prisoner. It seems like this puzzle was just tossed in with some consequence of failure versus success rather than a well thought out use for the puzzle. Why would they make a cell for interrogating require so much thinking, when in error, you can terminate the prisoner if you're trying to move him to another cell or free him if you want to kill him?
It kind of reminds me of the Electric Floor Door Maze in Fallout 2. While that was fairly original, unlike the one in KotOR, neither really makes any sense from a functional standpoint. While one could argue that guards are given instructions from the default setting on how to punch in the sequence that gives the desired result, anyone could come along and tamper with it - altering it from the desired default set up.