In regards to puzzle difficulty I really feel that TP has hit the sweet spot. The "sweet spot" being those "eureka" moments that lie between expectation and leaps in logic. Eureka being the difference between "oh.......thats what it is" and "OHHHHH, THAAAATSS IT". And the difference between "oh"s being just how well the game takes care of your thought process. In TPs case, the game does far too good a job at stair stepping every encounter and staying one leap of logic ahead of the player. So most every event/puzzle/encounter has such a tremendous amount of context to draw from, solutions are NATURALLY drawn from you. Natural being the difference in merely solving the puzzle mechanically and solving the puzzle with whatever abstract brain thought that "Eureka" moments lead you to.
Yes, TPs puzzles are simple mechanically and yes TPs puzzles require simple leaps in assumptions and logic but the puzzles in the game follow the same sort of simple satisfaction found in a good riddle or a good joke. Its purpose isn't impress apon you the ability of the creator to confound you with convolution. Its just an act of sharing the feeling of a feeling.
One day someone found it humorous that we park in a driveway and drive in a parkway so that person turned it into a joke so as to share that same feeling. If he found it to be a grim replection on society as a whole, he might have felt it nessessary to convey the weight of the situation through poem or rhyme. And if he found the interplay of words to be functionaly unique, he might just design a riddle or puzzle so others might "naturally" come to the same "OHHhhh" moment.
I got my full of "Oh"s, my "Ah hah"s, and my "eureka"s while playing the game. Whether they were difficult or not doesn't matter to me. I fully got whatever message the designers were trying to convey.
Feature wise, I wouldn't say there was anything that needs to be copied from TP. But I would say that TP sets so many standards from a design perspective that I'm going to secretly demand every adventure game to adere to if it wants to challange the throne.
Yes, TPs puzzles are simple mechanically and yes TPs puzzles require simple leaps in assumptions and logic but the puzzles in the game follow the same sort of simple satisfaction found in a good riddle or a good joke. Its purpose isn't impress apon you the ability of the creator to confound you with convolution. Its just an act of sharing the feeling of a feeling.
One day someone found it humorous that we park in a driveway and drive in a parkway so that person turned it into a joke so as to share that same feeling. If he found it to be a grim replection on society as a whole, he might have felt it nessessary to convey the weight of the situation through poem or rhyme. And if he found the interplay of words to be functionaly unique, he might just design a riddle or puzzle so others might "naturally" come to the same "OHHhhh" moment.
I got my full of "Oh"s, my "Ah hah"s, and my "eureka"s while playing the game. Whether they were difficult or not doesn't matter to me. I fully got whatever message the designers were trying to convey.
dabookerman said:However, there was absolutely nothing new in this game. Nothing in the game has made it stand out above any game in this generation. What from TP will be copied, or imitated from other games?
Feature wise, I wouldn't say there was anything that needs to be copied from TP. But I would say that TP sets so many standards from a design perspective that I'm going to secretly demand every adventure game to adere to if it wants to challange the throne.