> Resources > Interactive Fiction > Puzzles
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See also the Interactive Fiction Theory Glossary on "puzzle" One excellent puzzle that stands out in my mind is from the 1992 graphic adventure "The Dagger of Amon Ra" (notable for its female designer, Roberta Williams, and female PC, cub reporter Laura Bow). In the story, we must help our plucky protagonist to complete several side quests -- including finding a party dress -- which she must be wearing before can go to a fancy gala event (where murder is afoot). Getting to know Laura's character gives us more reason to care about her when she gets into trouble.
Puzzles fall under several general categories:
unlocking doorsWhat seems like a very simple and boring puzzle (encounter a locked red door; find the ruby key in the forest; unlock the red door) can be made slightly more interesting if it is harder to get the proper key (encounter the locked red door, find the ruby key next to the angry dog, find the meat in the refrigerator, give meat to dog, take key while dog is eating, unlock red door), but such a puzzle has little in the way of storytelling. A locked door can figure more intimately into a story if it involves NPCs with some stake in the outcome of the story.
manipulating objectsThe IF programming concept, as first implemented, is good at dealing with physical objects. The programmer might identify a "glass jar" object as a "container" that is "openable" and "transparent". The computer would know that the jar can contain other things; that the jar must first be opened in order to accept or release an object; and the computer would allow the user to see the contents of the jar while it is closed. The "candle" object might be programmed to go out (that is, to lose the property "[has] light") whenever it is placed into any closed container.
recognizing patterns and loopsA burning fuse, a lamp that slowly burns fuel, or flood waters that slowly rise may all be implemented by a counter (which counts turns rather than measures the passage of real time). Typically, when the counter is up, a separate event is triggered. A variation on the counter might be a policeman who walks a certain neighborhood beat.
navigating mazes
Even longtime fans of the IF genre notice with frustration that nearly every game has a variation of a maze puzzle. Some people love mazes; others can't stand them. The first IF stories were written by highly technical people, for the enjoyment of other highly technical people. It is not uncommon for the plot in an IF story to come to a screeching halt, in order to force the player to navigate a maze. In some cases, the designer will have been deliberately unfair -- going north twice may bring you back where you started, for example. Some people find a pencil and a sheet of graph paper is the best solution. You might also try dropping a trail of objects as you wander the maze (unless a wandering NPC should happen to pick up your belongings). Once you have completed your map, you can reload your saved game, and you won't need to waste turns wandering in the maze. interacting with charactersIf implemented well, interacting with a non-player character (NPC) can really make a player feel part of the interactive world.
guessing the verbA "guess the verb" puzzle is not a true puzzle, but rather the term that frustrated gamers give to unintentional puzzles that crop up when the user has the right idea, but hasn't typed the command exactly as the author had envisioned it. Imagine a puzzle in which the solution required the user to type "unlock box with key", but the user typed "open box with key" instead. The user might also type "use key to open box". A good IF author will allow for all these variations. The author's lack of foresight prevents the computer from recognizing slight variations of ways for the user to issue the same command, and it freezes the plot for the hapless user. (The original "Colossal Cave Adventure" is full of such problems.) See Also:
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D.G. Jerz > Resources > Interactive Fiction > Puzzles
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