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I was toying with the idea of a procedurally generated adventure/escape-room game, where I was creating a big list of puzzles and item interactions that could b
by seanwilson 4y ago
I was toying with the idea of a procedurally generated adventure/escape-room game, where I was creating a big list of puzzles and item interactions that could be randomly combined to create new puzzles e.g. key opens door, water puts out fire, guard can be bribed with money.
I ran out of steam when I realised it wasn't fun, which I think was largely because most adventure game puzzles in isolation aren't that interesting.
Adventure game puzzles generally need to be based around physical interactions with everyday objects where the interaction is almost common sense yet not too obvious, and I came around to thinking the number of these isn't high enough or varied enough for interesting combinations to arise.
If you look at adventure game walkthroughs, you'll see the same puzzles appearing over and over again e.g. fix the fuse box, rusty something needs oil, machine needs fuel to work, PIN written somewhere or hidden behind a riddle to open a lock, distract person to take something. I don't think this is from lack of originality but due to limits of the genre.
You can get around this somewhat by adding logic puzzles, magic/sci-fi to introduce new interactions, complex NPCs, a good plot etc. (which most good adventure games have) but I was more interested in seeing how far you could get with just everyday objects. I could probably make something with this eventually though.