Sujet : Re: Gamplay "mechanics" you don't like?
De : rridge (at) *nospam* csclub.uwaterloo.ca (Ross Ridge)
Groupes : comp.sys.ibm.pc.games.actionDate : 30. Dec 2024, 18:23:49
Autres entêtes
Organisation : A noiseless patient Spider
Message-ID : <vkukv5$1nkq3$1@dont-email.me>
References : 1 2 3
User-Agent : trn 4.0-test77 (Sep 1, 2010)
Mike S. <
Mike_S@nowhere.com> wrote:
LOL! I am imagining you pulling one lever and hearing two more nearby
click back up and then you saying, 'ok, what the fuck just
happened?!?'
The first time I encountered this puzzle I probably didn't have a
soundcard, but I do remember wondering for a bit about why this lever I
had already pulled down was now back up. Even when I figured out what was
going on I couldn't solve the puzzle and gave up on it and went to bed.
The next day I was able to solve it somehow, but I really hated these
puzzles for the longest time. I think the last time I encountered one
it didn't take long to solve by just randonmly pulling levers until I
found the correct order, so I've gotten better at them at least.
I can't speak for FPS games but in RPGs puzzles can get annoying
really fast. Levers, pressure plates, buttons, spinners, darkness
squares, no magic zones and illusionary walls. Did I forget any? I
probably did. They are bad enough on their own... but combine them...
ugh.
Well, I consider things like spinners, darkness and no magic squares
more like traps than puzzles. They were meant to cause you to get lost
by make mapping the dungeon much harder, but weren't really something
you could solve.
-- l/ // Ross Ridge -- The Great HTMU[oo][oo] rridge@csclub.uwaterloo.ca-()-/()/ http://www.csclub.uwaterloo.ca:11068/ db //