- Joined
- Sep 23, 2004
- Messages
- 47
Does anyone know a good book (say, for game developers) or other resource from where to derive good puzzles for quests? "Kill X, bring Y, destroy Z's base, go see W" etc. kind of a quests have become quite boring, at least in my opinion. Especially in the dungeon maps, the game remains quite limited, often plainly just "right-click on creeps".
For my campaign (if I ever bother to develop it further on), it would like to make more intelligent quests. Problem is that puzzles and other mind games, especially those related to probability theory or just chance are extremely hard to adopt and not only technically. Players can just use trial-and-error approach for them and use save/load approach for probability related problems (loading and trying until desired result is achieved). I think it makes the game play almost as boring as "click-on-the-monster" is.
So, in general, what I am looking for is sort of a complicated puzzle creating guide which would offer puzzles that are 1) extremely lengthy to defeat with trial-and-error and 2) are not dependent on player's luck with random chance, to avoid load save/load approach being adopted.
Something that makes player sit and think "how can I possibly do that?" which is hopefuly later followed by "I am ingenious, of course if I make.. and then..."
Any ideas?
For my campaign (if I ever bother to develop it further on), it would like to make more intelligent quests. Problem is that puzzles and other mind games, especially those related to probability theory or just chance are extremely hard to adopt and not only technically. Players can just use trial-and-error approach for them and use save/load approach for probability related problems (loading and trying until desired result is achieved). I think it makes the game play almost as boring as "click-on-the-monster" is.
So, in general, what I am looking for is sort of a complicated puzzle creating guide which would offer puzzles that are 1) extremely lengthy to defeat with trial-and-error and 2) are not dependent on player's luck with random chance, to avoid load save/load approach being adopted.
Something that makes player sit and think "how can I possibly do that?" which is hopefuly later followed by "I am ingenious, of course if I make.. and then..."
Any ideas?