Fairness, novelty, and integration are all important for making good puzzles, but what makes the puzzles discussed here stand out is their payoffs. Each of them has a moment of epiphany, where the odd structure of the game world suddenly makes sense, and all the pieces fit together. Because they are especially tricky, the reward is sweeter, and the player feels a greater sense of accomplishment.
It's this puzzle with a twist that is the greatest strength of the Myst series. By starting with a solid puzzle and then adding a twist, developers can make their own puzzles stick in players' memories. This doesn't just apply to adventure games, either; any kind of game that uses puzzles will be better-served by a cleverly crafted obstacle rather than just another game of Nim.
Saturday, February 21, 2009
Tuesday, February 17, 2009
- Tesla: 53kWh for 220 miles
- Honda: 240kWh for 270 miles worth of hydrogen, (or 195kWh for 220 miles to match the Tesla's maximum range)
Friday, February 13, 2009
Today I was reading the TechDirt blog, as I often do, and came across this article. However, it was not that article that really got my attention so much (sorry Mike) - it's their stock-in-trade kind of commentary on the madness and desperation of the old-skool media types trying to defend out dated business models. No, it was this little quote:
1) everything that’s already in the world when you’re born is just normal;
2) anything that gets invented between then and before you turn thirty is incredibly exciting and creative and with any luck you can make a career out of it;
3) anything that gets invented after you’re thirty is against the natural order of things and the beginning of the end of civilisation as we know it until it’s been around for about ten years when it gradually turns out to be alright really.