Puzzle Implementation

Quote:

...one aspect of an adventure that makes or breaks the suspension of disbelief is widely pushed aside and ends up as an afterthought, not, as it should be, treated as a cornerstone of the game, possibly right up there with the story; the puzzles. A good acid test is to look at your game without the story or graphics; would I want to play it as a game simply of puzzles? And if you have trouble imagining those puzzles without the story, that's even better; your puzzles are well integrated. So here, in no particular order, are my humble thoughts on how you can make a game that has puzzles that, instead of being superfluous, actually impress the player as much as the story or graphics.





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