v_K i'm simply going to copy/paste one of my more salient musings on this subject in the earlier thread:
you never addressed this my friend. are those "puzzles"? i consider them part of good dungeon design. when i describe such things i usually use the terms "tricky navigation of the dungeon" and it's something that usually goes in the PRO/Plus column of my ever-present bullet-point lists in all of my posts.
the two brief examples i quote above are the long and short of the extent of puzzles i enjoy when crawling dem dungeons. i repeat once again for emphasis, fetch-quests and trial-and-error affairs can stay home, and finally i add to the sentiment that so too can pixel-hunt-mouse-look puzzles as well.
switch puzzles are fine and in fanct in elminage: gothic's the royal tomb one of the more enjoyable switch puzzles i've encountered is found.
...notice how many time i'ves referend elminage: gothic in this topic? HINT. HINT. MOTHERFUCKING HINT. go and play it friends. you're missing out on the best 'crawlin since the original wizardry games.
v_k i've actually never played a roguelike.
edit: the type of puzzles i enjoy in a dungeon-crawler are of this variety:
in elminage: gothic's ice caverns every floor is filled with one-way slides that force the player to carefully navigate through each floor in order to reach the stairs to the next one.
in elminage: gothic's royal tomb there is an invisible enemy that haunts you throughout the dungeon and you must navigate your way through dozens of 1-way doors, spinners, chutes and secret doors in order to find an item that will let you see him.
are those "puzzles"? i don't consider them puzzles, although they certainly are puzzling for the player.
those are the only type of "puzzles" i want in my dungeon crawlers. fetch-quests and trial-and-error affairs can stay home.
you never addressed this my friend. are those "puzzles"? i consider them part of good dungeon design. when i describe such things i usually use the terms "tricky navigation of the dungeon" and it's something that usually goes in the PRO/Plus column of my ever-present bullet-point lists in all of my posts.
the two brief examples i quote above are the long and short of the extent of puzzles i enjoy when crawling dem dungeons. i repeat once again for emphasis, fetch-quests and trial-and-error affairs can stay home, and finally i add to the sentiment that so too can pixel-hunt-mouse-look puzzles as well.
switch puzzles are fine and in fanct in elminage: gothic's the royal tomb one of the more enjoyable switch puzzles i've encountered is found.
...notice how many time i'ves referend elminage: gothic in this topic? HINT. HINT. MOTHERFUCKING HINT. go and play it friends. you're missing out on the best 'crawlin since the original wizardry games.